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  #1  
Old December 9th, 2009, 10:55 PM
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Proto's Customs--Back in Business, 10/9!

ProtoFury's Custom Units

Welcome to my humble Custom Units thread! Enjoy!

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Therians

Backstory--"Vydar's Decision"
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Unit Cards
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Marro

Unit Cards
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Been quite a while, but I've been bitten by the old 'Scape bug again and so I'm gonna be jumping back into the swing of things! Once I get myself all re-settled, the first item on the agenda is finishing up the Marro Hunters and the Cogs, for your playing pleasure.

Until next time,

~ProtoFury~

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Last edited by ProtoFury; October 9th, 2011 at 08:25 PM.
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  #2  
Old December 10th, 2009, 12:33 AM
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Re: Proto's Customs--Open for Business, 12/09!!

Nice cards

Some thoughts on the Hero

You might want to change the name of the Golem Leadership power, currently all __ Leadership powers have been movement boosts. Maybe something like Golem Command?

Speaking of that power, you have an extra 'move' before 'either', though I think it could use some rewording if you want it to sound more official anyway.

How about:


After revealing an order marker on this card, you may either:
  • Move up to 2 Storm Golem Squad figures you control, the figures must be within 4 clear sight spaces of Sigma Urash before moving.
  • Move and attack with 1 Storm Golem Squad figure you control, the figure must be within 6 clear sight spaces of Sigma Urash before moving.
I think that fills some loopholes that were in the original power, this wording might need something at the end to clarify that Sigma still gets to take a turn though.

I don't now anything about the characters, but unless there are multiple types of overseer I'd ditch the 'Sigma' from the class. That way the class is more general and he could have some potential for synergy outside his group.

The way you've worded 'Nanomintions' and 'Reaper Blades' almost makes it sound like Reaper Blades gives the bonus to all figures you control, which I'm guessing isn't what you intended.

Maybe something like this (taken from Agent Carr's wording)

Nanomuntions
If Sigma Urash is attacking a non-adjacent figure, add one extra skull to what ever is rolled.

Reaper Blades
If Sigma Urash is attacking an adjacent figure, add 2 dice to Sigma Urash’s attack.


The Storm Golems

The powers seem fine as is, but if you want slightly more official sounding wording you might want to try:

Nanomuntions
When rolling attack dice against a non-adjacent figure, a Storm Golem always add one extra skull to whatever is rolled.

Reaper Blades
When rolling attack dice against an adjacent figure, a Storm Golem adds 2 to its attack dice.


Personally, I don’t like their class being the same as their name. It has been done officially a few times, but I’ve never liked the practice. Also, it's kind of weird to have Golem as their class, what would happen if we got real Golems (as in DnD or Jewish folklore style) in the game latter on? Maybe change the class to Warriors, Soldiers or Drones maybe?

Overall, I like these guys and they seem reasonably balanced. Nice Job



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Last edited by Soundwarp SG-1; December 10th, 2009 at 12:38 AM.
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  #3  
Old December 10th, 2009, 12:45 AM
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Re: Proto's Customs--Open for Business, 12/09!!

Therrian just isn't powerful enough. He should have 89 lives, 63 attack, 97 defense and a range of 20000. Give him a movement of 1 though, that will balance him out.

As for the customs here, they look pretty cool . Wording changes to the abilities like the ones presented above would help...try to copy the wording and/or structure of the abilities that exist in the game already. That tends to help prevent overwording an ability.

But a nice start overall...other then...you know the whole underpowered thing

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  #4  
Old December 10th, 2009, 02:15 AM
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ProtoFury ProtoFury is offline
 
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Re: Proto's Customs--Open for Business, 12/09!!

Quote:
Originally Posted by Soundwarp SG-1 View Post
Some thoughts on the Hero

You might want to change the name of the Golem Leadership power, currently all __ Leadership powers have been movement boosts. Maybe something like Golem Command?

Speaking of that power, you have an extra 'move' before 'either', though I think it could use some rewording if you want it to sound more official anyway.

How about:




After revealing an order marker on this card, you may either:
  • Move up to 2 Storm Golem Squad figures you control, the figures must be within 4 clear sight spaces of Sigma Urash before moving.
  • Move and attack with 1 Storm Golem Squad figure you control, the figure must be within 6 clear sight spaces of Sigma Urash before moving.
I think that fills some loopholes that were in the original power, this wording might need something at the end to clarify that Sigma still gets to take a turn though.
First things first, I guess I never realized the Leadership usually affecting movement thing. I'll defnitely get to changing that to a more original name. And thanks for the cue-in about the mis-wording.

I wasn't sure about the wording of that power either though, so it's nice that you pointed that out. I'll probably change it to something ver similar to your suggstion, if you don't mind.


Quote:
Originally Posted by Soundwarp SG-1 View Post
I don't now anything about the characters, but unless there are multiple types of overseer I'd ditch the 'Sigma' from the class. That way the class is more general and he could have some potential for synergy outside his group.


There's the rub--there are a couple different kinds of overseers in the game (at least as much as I've ordered). Sigma Urash is a Rank-Sigma Overseer, the commander unit that will be my major hero in the group is Omega Tiamat, and she's a Rank-Omega Overseer, and I've also got a more basic Storm Overseer and Assault Overseer, neither of which have any special rankings. I wouldn't have put in anything more than Overseer class, except for the fact that it will matter heavily for one unit.

Omega Tiamat comes with a machine called a Nanoregenerator, which (in the AT-43 game) can actually be used to revive her if she gets destroyed. The catch is that it requires the body of an Overseer to do it, effectiely killing off that Overseer. I thought it was an interesting concept, and so was going to make the Nanoregenerator a 60-point hero (Tiamat will be 160-points) that can fully revive Tiamat if it destroys an adjacnt Overseer. Considering in a cohesive 400-600 point army build, the cost of Tiama, the Nanoregenerator, and the cheapest Overseer (a 100-point unique hero) would be 320 points, the cost of Tiamat herself drafted twice. (It also severely impedes the synergy of the group, because I don't think I'm going to have any direct bonding between any of the Golem units and Tiamat, although there is bonding between the sacrifced Overseers and the Golems. I figured it all evens itself out.)

Anyway, the regenerator's power has you roll the d20, and if it's a 3 or higher, you destroy an adjacent Overseer unit and replace it with Omega Tiamat (a roll of 1 or 2 is a malfunction, and just destroysthe Overseer). However, I noticed a potential problem with the Nanoregenerator--unless I got very specific with the wording, one may be tempted to try to kill off Omega Tiamat with the regenerator, since she herself is an Overseer, and then reive her. To keep this from becoing a dangerous loophole, and to keep it from becoming character-specific to Tiamat (in case any future Therian commanders are released that may be able to do this as well), I limited the wording to not allow the sacrafice of adjacent Omega Overseers, meaning I would have to distinguish the diferent ranks of Overseers from each other--thus, Sigma Urash became a "Sigma Overseer," instead of just an "Overseer."

Thinking about it now though, I can change Omega Tiamat to Commander instead of an Overseer type (even though it will deviate rom the original game's storyline a bit), and relieve his whole mess. That will make Sigma Urash just an Overseer. Sorry about the long story, but it was thought provoking for me.

Quote:
Originally Posted by Soundwarp SG-1 View Post
The way you've worded 'Nanomintions' and 'Reaper Blades' almost makes it sound like Reaper Blades gives the bonus to all figures you control, which I'm guessing isn't what you intended.
Quote:
Originally Posted by Soundwarp SG-1 View Post

Maybe something like this (taken from Agent Carr's wording)

Nanomuntions
If Sigma Urash is attacking a non-adjacent figure, add one extra skull to what ever is rolled.

Reaper Blades
If Sigma Urash is attacking an adjacent figure, add 2 dice to Sigma Urash’s attack.
Again, much simpler wording from someone who has paid a heck of a lot more attention to customs than me up till now. I'll get on that.

Quote:
Originally Posted by Soundwarp SG-1 View Post
The Storm Golems
Quote:
Originally Posted by Soundwarp SG-1 View Post

The powers seem fine as is, but if you want slightly more official sounding wording you might want to try:

Nanomuntions
When rolling attack dice against a non-adjacent figure, a Storm Golem always adds one extra skull to whatever is rolled.

Reaper Blades
When rolling attack dice against an adjacent figure, a Storm Golem adds 2 to its attack dice.
Sounds good.

Quote:
Originally Posted by Soundwarp SG-1 View Post
Personally, I don’t like their class being the same as their name. It has been done officially a few times, but I’ve never liked the practice. Also, it's kind of weird to have Golem as their class, what would happen if we got real Golems (as in DnD or Jewish folklore style) in the game latter on? Maybe change the class to Warriors, Soldiers or Drones maybe?


I wasn't so hot on their class being the same as their name either, but this is one I actually think I'm going to go with. In AT-43, they're all referred to as Storm Golems (unless I'm mistaken--I need my units to get here... ), and differentiated by their weaponry and such. I decided to split up the Storm Golem category into Storm Golems, Heavy Storms, Flamer Storms, and Storm Leader (as well as making the splitting the Assaults into Assault Golems, Heavy Assaults, Flamer Assaults, and Assault Leader, who suffer the same issue).

And just making their class "Golem" wouldn't work, because there's three different kinds of Therian Golems (to date): Storm Golems, Assaut Golems, and Grim Golems. All of these will have their own seperate laders and Overseers, and I'm planning on restricting each Overseer to offer benefits to their specific type of Golem (i.e., the Assault Overseer only offers benefits of Assault Golems--just to keep with the theme), so there needs to be the differenciation of the classes.

And about us possibly getting real Golems in the game--it wouldn't really affect mine. I can change the wording of Overseers like Sigma Urash, who can serve as Overseers for and type, to only include Therian Golems in their powers, if I ever need to. But the ned to stay within the Golem class, because in all honesty, that's what they are in the actual AT-43 game.

Quote:
Originally Posted by Soundwarp SG-1 View Post
Overall, I like these guys and they seem reasonably balanced. Nice Job
Thanks for the comments! I did a lot of thinking on stats and powers and pricing, so I'm glad the only really problems you saw were in wording of powers and classes and such. It's always nice to have an extensive, thought-out review of customs as well, so thanks for spending the time.

Quote:
Originally Posted by Therrian View Post
Therrian just isn't powerful enough. He should have 89 lives, 63 attack, 97 defense and a range of 20000. Give him a movement of 1 though, that will balance him out.

As for the customs here, they look pretty cool . Wording changes to the abilities like the ones presented above would help...try to copy the wording and/or structure of the abilities that exist in the game already. That tends to help prevent overwording an ability.

But a nice start overall...other then...you know the whole underpowered thing
You know, I'm tired of your attitude. It's getting out of control. You really need to stop underestimating yourself.

I'd say at least 106 defense, and 92 lives. Probably could bump that move up to 4 as well. And who needs LoS?? I'll give al your attacks a Lob of 400.

Aw, shoot... Just to make you feel special, I'll throw in the Unique Hero label for ya, too.

EDIT: Updated with the edited versions of Sigma Urash and Storm Golems.

Proto's Custom Maps and Units!

Last edited by ProtoFury; December 10th, 2009 at 05:02 AM.
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  #5  
Old December 10th, 2009, 09:21 AM
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Re: Proto's Customs--Open for Business, 12/09!!

Glad to see you here Proto!

Great sculpts for your cards. I had seen them and considered doing some customs for them but now I don't have to. Besides, if you are as good at customs as you are with maps, yours will be better than mine would have been anyway.

The way Golem Dispatchment is worded I will be able to use him in the line of customs I am currently working on for the game Arcane Legions. There are Golem units in that game as well.

Anyhow, just wanted to stop by and say good job on your first customs.
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  #6  
Old December 24th, 2009, 01:02 AM
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ProtoFury ProtoFury is offline
 
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Re: Proto's Customs--NEW 12/23!!

Well, I'm bringing this thread back with some new updates!

I updated the first post in it's entirety, with updates to the existing cards, and a few new additions. I'm working on some more guys tonight, but I've still got quite a bit of work ahead of me on the rest of the cards, and I picked up some more AT-43 guys yesterday--the Bane Goliaths. Just another card to add to my list--I should have a total of 16 for my Therian Army by the time I get what I have finished.

Let me know what you think of the new (and the improved) units!

Proto's Custom Maps and Units!

Last edited by ProtoFury; January 5th, 2010 at 10:53 PM.
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  #7  
Old January 5th, 2010, 10:58 PM
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ProtoFury ProtoFury is offline
 
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Re: Proto's Customs--NEW 1/5!!

The thread has been update again! All the major updates are outlined in the bottom of the original post, but here's a quick summary:

-All of the Army Cards have been finished foe the Therian Army. I will post them in small increments.

-The first three units in the Assault Series have been unveiled--the Assault Golems, Heavy Assaults, and Assault Flamers. Feedback is very welcome!

-The whole layout has been reorganized, obviously. Hopefully that makes it easier for you guys to find what you want.

-I wrote and added a backstory of the Therian units in the HeroScape storyline. I'll also be posting the short story in the Fanfics section, because I think it's good.

And that's all for this update! Comment away!

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  #8  
Old January 7th, 2010, 03:56 AM
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Re: Proto's Customs--NEW 1/5!!

Two next cards! These complete the synergies of the Assault faction. Only four more to go before the army is completely posted!

Assault Overseer


Assault Leader


Comments and criticism are welcome! Thanks!

Proto's Custom Maps and Units!

Last edited by ProtoFury; January 10th, 2010 at 09:02 PM.
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  #9  
Old January 7th, 2010, 04:40 PM
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Re: Proto's Customs--NEW 1/07!!

Good work, ProtoFury.
I like the way the army is shaping up. There are some good synergies going on (really makes me wish I had the figs for it).

For the Reaper Blade ability, can it be used when the fig is being enhanced by other means such as an attack aura from Taelord or a glyph?
If not, it might be easier to just make it a special attack with a range of 1 since special attacks cannot be altered by anything.

Also, on the Assault Overseer, is EDIUM 5 a new size class you made up?
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Old January 7th, 2010, 06:58 PM
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Re: Proto's Customs--NEW 1/07!!

Quote:
Originally Posted by Lamaclown View Post
Good work, ProtoFury.
I like the way the army is shaping up. There are some good synergies going on (really makes me wish I had the figs for it).
Thanks, Lama! I spent quite a while getting the synergies to be just right (IMO). I don't think any of them getto powerful for the points these guys cost, especially because these guys are rather pricey.

And the figures are awesome, it's just a matter of finding them at non-insane prices. (I guess they're more norma, prices for most mnis games, though. Scape has been my only real minis experience.)

Quote:
Originally Posted by Lamaclown View Post
For the Reaper Blade ability, can it be used when the fig is being enhanced by other means such as an attack aura from Taelord or a glyph?
If not, it might be easier to just make it a special attack with a range of 1 since special attacks cannot be altered by anything.
Reaper Blades were something that I had originally not put any limits on, and left the power much like that the Mohicans have. But in my playtesting, I had the chance to use the Storm Golems' blades against the knights. However, I had heght, an attack glyph, and two of the four had bonuses from the Storm Leader. Two out of four of the Golems rolling six attack dice, and the other two rolling five, was way too much.

I made Reaper Blades not be affected by height advantage to help mitigate that, and changed the wording of Storm Troop Enhancement and Assault Troop Enhancement to not affect Reaper Blades. That way, barring Taelord and any Glyphs, the attack is a solid 3, no matter what. But I don't want to leave outside bonuses out. Glyphs are suppose to be powerful, and Taelord costs way too much to ignore his bonus. The Glyphs should be a major area of focus anyway, and if someone's daring enough to use Taelord with these (already expensive) units, they deserve that bonus, IMO.

Quote:
Originally Posted by Lamaclown View Post
Also, on the Assault Overseer, is EDIUM 5 a new size class you made up?
I wish... I'll fix that presently.

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  #11  
Old January 10th, 2010, 10:08 PM
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Re: Proto's Customs--NEW 1/10!! Therian Army complete!

Boy, do threads drop to the second page quickly in the Custom Units forum! I'm still getting used to my home-away-from-home here in the Customs thread, and it's quite different than my maps thread, which can stay on page one for over a week, at times. Nevertheless, after finishing my Therian army, I'm glad I took this venture into Custom Units.

Anyway, I got antsy about posting the rest other army, so I posted the last four cards in one chunk. Not only that, but I went through and re-made all my cards with the Magic Set Editor. I think they look a lot better, but I think I did pretty darned good with MS Paint before. I figured this is a tradeoff--I get cards that I can go in and edit instead of remaking parts of, and I lose the cool fonts I was doing the names in. I'll take the edit-able cards, thank you very much.

Here's the last additions to my Therian Army! Like I said in the OP, this is when I need your guys opinions especially, since the whole army is up now. Now that all the abilities, synergies, and units are up for everyone, you guys can get a good view of how everything works together. I think that things are pretty well-balanced, but again, I'm no expert.

Anyway, here are the latest additions!

Omega Tiamat


Nanoregenerator


Assault Goliath


Bane Goliath


And that's all for now! My new Marro customs should be up soon. Keep looking over the next week for Pro-Fu-Ra, the Marro Hunters, and the Marrden Thrasher!

Proto's Custom Maps and Units!

Last edited by ProtoFury; January 10th, 2010 at 10:43 PM.
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  #12  
Old January 12th, 2010, 05:52 AM
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Re: Proto's Customs--NEW 1/10!! Therian Army complete!

Nice use of "Uncommon Hero".

I may have to print out some of these cards for use in my AT-43/HS games. Good job!

In regards to your sig.... it wouldn't take an army, just one fig dropped in the diaper... LOL. j/k

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