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  #193  
Old December 16th, 2018, 11:15 PM
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Re: Heroscaper 101 customs. [Updated]

First off, good job matching the powers to what the figure looks like. Second, I’d suggest a name change. It might get confusing for you to have an Agent Nikita and the Nakita Agents.
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  #194  
Old December 16th, 2018, 11:31 PM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: Heroscaper 101 customs. [Updated]

Quote:
Originally Posted by MrNobody View Post
First off, good job matching the powers to what the figure looks like. Second, I’d suggest a name change. It might get confusing for you to have an Agent Nikita and the Nakita Agents.
Thanks, I changed the name to Serena.
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  #195  
Old December 17th, 2018, 09:19 PM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: H101 customs : Quint, the Shadow Leader 12/17/18

Name = Quint, the Shadow Leader
General = Utgar
Planet = Earth
Species = Tempovar
Uniquity = Unique
Type = Hero
Class = Outlaw
Personality = Ruthless
Size = Medium
Height = 5

Master Stats
Life = 6
Move = 6
Range = 3
Attack = 2
Defense = 4

Points = 115
(Single Spaced)

Outlaw Leadership
All Outlaws you control can move an additional 2 spaces.

Outlaw Attack Enhancement
All friendly Outlaws adjacent to Quint, the Shadow Leader receive an additional attack die.

Gun Fu
When Quint, the Shadow Leader attacks, he may attack 2 additional times. He cannot attack the same figure more than once. Add 1 attack die on the second target and add 2 attack dice on the last target.

Number of Figures = 1
  • Targeting Point = Head
  • Grey Area = Weapons
_________________________________________________________________
-Rulings and Clarifications-
  • N/A
_________________________________________________________________
-Combinations and Synergies-

Synergy Benefits Received
ORNAK : Red Flag of Fury Aura
As a Unique Hero who follows Utgar, Quint, the Shadow Leader may take an extra turn using Ornak's RED FLAG OF FURY AURA.
  • TORIN : Evil Eye Protection
    As a medium figure who follows Utgar, Quint, the Shadow Leader benefits from Torin's EVIL EYE PROTECTION special power when he rolls defense dice against a normal ranged attack while he is adjacent to Torin (Quin's excess shields count as unblockable hits inflicted by Torin on the attacking figure).
Synergy Benefits Offered
  • N/A

C3V and SoV Custom Synergies
Spoiler Alert!

The figure used for this unit is Sakaaran Commander #007 Guardians of the Galaxy Gravity Feed Heroclix.

Last edited by Heroscaper 101; January 7th, 2019 at 10:29 PM.
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  #196  
Old December 18th, 2018, 07:27 PM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: H101 customs : Krav Maga Troopers 12/19/18

Name = Krav Maga Troopers
General = Vydar
Planet = Earth
Species = Human
Uniquity = Common
Type = Squad
Class = Troopers
Personality = Dauntless
Size = Medium
Height = 5

Master Stats
Life = 1
Move = 6
Range = 5
Attack = 3
Defense = 3

Points = 105
(Single Spaced)

Aqua Armor
Krav Maga Troopers do not have to stop their movement when entering a water space. Add 2 to a Krav Maga Trooper's defense while he is on a water space. When a Krav Maga Trooper starts its turn on a water space, add 1 to its movement for that turn.

Pistol Whip
When a Krav Maga Trooper attacks an adjacent figure or destructible object, he may attack one additional time.

Stealth Suit
When a Krav Maga Trooper rolls defense dice against an attacking figure who is not adjacent, all excess shields count as unblockable hits on the attacking figure.

Number of Figures = 1
  • Targeting Point = Head
  • Grey Area = Weapon
_________________________________________________________________
-Rulings and Clarifications-

- STEALTH SUIT : What Type of Attacks Apply
Does the Krav Maga Troopers' special power Stealth Suit work against special attacks like: Airborne Elite's grenade
attack, Deathwalker's explosion, and Mimring's Fire Line special?

The Stealth Suit works against any attacking figure that is not adjacent. Normal attack or special attack does not matter in this case. _________________________________________________________________
-Combinations and Synergies-

Synergy Benefits Received
  • - LAGLOR : Vydar’s Range Enhancement Aura
    Being a Vydar figure with a range greater than 4, Krav Maga Troopers may benefit from Laglor’s VYDAR’S RANGE
    ENHANCEMENT AURA.
Synergy Benefits Offered
  • N/A
C3V and SoV Custom Synergies
Spoiler Alert!
The figure used for this unit is U-Men #001 - #003 Mutant Mayhem Heroclix.
The figure used for this unit is HDC Trooper #004 - #006 Unleashed DC Heroclix.
The figure used for this unit is Nova Corpsman #003 Guardians of the Galaxy Movie Heroclix.

Last edited by Heroscaper 101; January 7th, 2019 at 10:30 PM. Reason: To use more miniatures
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  #197  
Old December 18th, 2018, 10:48 PM
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Lamaclown Lamaclown is offline
 
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Re: Heroscaper 101 customs : Nautilus 12/18/18

Quote:
Originally Posted by Heroscaper 101 View Post
Agent Attack Bonding
After revealing an order marker on Nautilus, you may take a turn with a unique squad of Agents you control before taking a turn with Nautilus. The unique squad cannot move during this turn.
You might need to change the bolded wording above. The way it is worded, if you were using the Nakita Agents, because it says "take a turn with" you could first use the Nakita Agents Gorillinator bonding to move some Gorillinators since the ability on the Nakita Agents card says "before taking a turn with". Maybe just changing it to "you may attack with a unique squad" would suffice. Unless of course your intention was to present that kind of an opportunity.
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  #198  
Old December 19th, 2018, 12:43 AM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: Heroscaper 101 customs : Nautilus 12/18/18

Quote:
Originally Posted by Lamaclown View Post
Quote:
Originally Posted by Heroscaper 101 View Post
Agent Attack Bonding
After revealing an order marker on Nautilus, you may take a turn with a unique squad of Agents you control before taking a turn with Nautilus. The unique squad cannot move during this turn.
You might need to change the bolded wording above. The way it is worded, if you were using the Nakita Agents, because it says "take a turn with" you could first use the Nakita Agents Gorillinator bonding to move some Gorillinators since the ability on the Nakita Agents card says "before taking a turn with". Maybe just changing it to "you may attack with a unique squad" would suffice. Unless of course your intention was to present that kind of an opportunity.
Should I make it only the Krav or Micro or common squads or something.
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  #199  
Old December 19th, 2018, 09:58 AM
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Lamaclown Lamaclown is offline
 
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Re: Heroscaper 101 customs : Nautilus 12/18/18

Quote:
Originally Posted by Heroscaper 101 View Post
Should I make it only the Krav or Micro or common squads or something.
No, I don't think that would be necessary. Since this is reverse bonding you just need to watch how it is worded to avoid bonding chains (which is what you have now) and bonding loops.

What you have now is Full Bonding with a Unique Agent squad. This means that you can take a full turn with them which includes all the phases of a turn: Movement, Attack, use of any Turn Based power.

What you were intending (as the name says) is Attack Bonding. Attack bonding will allow the bonded unit to use only 1 phase- the Attack Phase.

So, maybe a better way to word the power is...
Quote:
Agent Attack Bonding
After revealing an Order Marker on this card and before taking a turn with Nautilus, you may attack with any unique squad of Agents you control.
There are many nuances to "scape language" and some of them seem like mere semantics, but we, as designers, have to keep in mind that the people looking at our cards won't know what we have in mind for an ability, they will only know what we have written for an ability.

For instance, the Balyanar unit I recently posted had this problem. I knew what I meant for the ability, but because I neglected to include a single phrase at the end of the power, it resulted in something far from what I intended. So if somebody actually wanted to use the figure they would have been using it in a way I never intended, but they would be using it as I had written it.

That is why the nuances of scape language are so important. If you haven't checked it out I really encourage you download @GreyOwl 's Customizing Compendium. I think most people would agree it is the single greatest contribution to the customs community around.
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  #200  
Old December 19th, 2018, 02:25 PM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: Heroscaper 101 customs : Nautilus 12/18/18

Quote:
Originally Posted by Lamaclown View Post
Quote:
Originally Posted by Heroscaper 101 View Post
Should I make it only the Krav or Micro or common squads or something.
No, I don't think that would be necessary. Since this is reverse bonding you just need to watch how it is worded to avoid bonding chains (which is what you have now) and bonding loops.

What you have now is Full Bonding with a Unique Agent squad. This means that you can take a full turn with them which includes all the phases of a turn: Movement, Attack, use of any Turn Based power.

What you were intending (as the name says) is Attack Bonding. Attack bonding will allow the bonded unit to use only 1 phase- the Attack Phase.

So, maybe a better way to word the power is...
Quote:
Agent Attack Bonding
After revealing an Order Marker on this card and before taking a turn with Nautilus, you may attack with any unique squad of Agents you control.
There are many nuances to "scape language" and some of them seem like mere semantics, but we, as designers, have to keep in mind that the people looking at our cards won't know what we have in mind for an ability, they will only know what we have written for an ability.

For instance, the Balyanar unit I recently posted had this problem. I knew what I meant for the ability, but because I neglected to include a single phrase at the end of the power, it resulted in something far from what I intended. So if somebody actually wanted to use the figure they would have been using it in a way I never intended, but they would be using it as I had written it.

That is why the nuances of scape language are so important. If you haven't checked it out I really encourage you download @GreyOwl 's Customizing Compendium. I think most people would agree it is the single greatest contribution to the customs community around.
Thanks for the helpful advice Lamaclown, but I changed Nautilus into a squad instead. Also it want to make a human with the Attack Bonding, that the hero Zaus has. His power only affects the Gorillinators.
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  #201  
Old December 19th, 2018, 09:35 PM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: H101 customs : Black Ops Enforcers 12/19/18

Name = Black Ops Enforcers
General = Vydar
Planet = Alpha Prime
Species = Soulborg
Uniquity = Unique
Type = Squad
Class = Agents
Personality = Precise
Size = Medium
Height = 5

Master Stats
Life = 1
Move = 6
Range = 4
Attack = 1
Defense = 4

Points = 125
(Single Spaced)

Stealth Armor 15
When a Black Ops Enforcer receives one or more wounds, before removing that agent, roll the 20-sided die. If you roll a 15 or higher, ignore any wounds.

Deadly Shot
When attacking with Black Ops Enforcers, any skull rolled counts as one additional hit.

Sighting
When a Black Ops Enforcer is attacking with a height advantage, he rolls an additional attack die.

Character Bio: Deathwalkers and Zettians are not the only Soulborg species summoned to Valhalla from Alpha Prime. These Soulborgs were reprogrammed to serve Vydar and their Agents. The new Soulborg Agents were specialists when it came to combat. With the union of Jandar's Omnicron and Vydar's Agent technology gave birth to the Black Ops Enforcers.

Hero Spotlight: With three new powers that would benefit the Black Ops Enforcers. The technology that Vydar bequeathed to the Black Ops Enforcers gave them the Stealth Armor 15 power, a power that elite agents wield. Jandar also bequeathed the Deadly Shot ability to the Black Ops Enforcers. Vydar also offered the Sighting ability to the Black Ops Enforcers, which elite agents wield.
_________________________________________________________________
-Rulings and Clarifications-
  • - STEALTH ARMOR 15 : Defending Against Inflicted Wounds
    Can the Black Ops Enforcers use Stealth Armor 15 to try to stop passing swipes and falling damage?
    Yes, any time a Black Ops Enforcer receives one or more wounds, you can attempt to use Stealth Armor 15. (Hasbro FAQ)

    - STEALTH ARMOR 15 : Defending Against ‘Destroying’ Powers
    Can Stealth Armor 15 help against Grimnak's Chomp or things like Massive Curse?
    Only when they receive a wound, not when they are "destroyed" or "removed from the game".
  • - DEADLY SHOT : Wounds Per Skull
  • How does Deadly Shot work? Are the skulls doubled before, or after shields are counted?
  • Deadly Shot doubles the skulls before the shields are counted. For example, a Enforcer who is on height rolls 3 dice, all skulls. The Figure below him rolls 6 dice, but only three shields. Your skulls are doubled to 6 hits. When you subtract the 3 shields, the defender takes 3 total hits.
_________________________________________________________________
-Combinations and Synergies-

Synergy Benefits Received
  • - LAGLOR : Vydar’s Range Enhancement Aura
    As Vydar units with a range greater than 4, Black Ops Enforcers may benefit from Laglor’s VYDAR’S RANGE ENHANCEMENT AURA.
Synergy Benefits Offered
  • - BLASTATRONS : Homing Device
    Being a Soulborg that follows Vydar, Black Ops Enforcers may aid Blastatrons with their HOMING DEVICE attack bonus.
C3V and SoV Custom Synergies
Spoiler Alert!


This army card is a repaint for the common squad "Omnicron Snipers" Whomever repaints them, replace the blue with red and white to black or something, someone else is doing the repainting so it is up to that person.

Last edited by Heroscaper 101; January 7th, 2019 at 10:31 PM.
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  #202  
Old December 20th, 2018, 07:40 PM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: H101 customs : Deathwalker Prime 12/20/18

Name = Deathwalker Prime
General = Utgar
Planet = Alpha Prime
Species = Soulborg
Uniquity = Unique
Type = Hero
Class = Deathwalker
Personality = Tricky
Size = Medium
Height = 5

Master Stats
Life = 1
Move = 6
Range = 1
Attack = 1
Defense = 6

Points = 175
(Single Spaced)

Auto-Destruct
If Deathwalker Prime is destroyed by an opponent's figure and receives critical damage to be destroyed. Roll the 20-sided die to determine if any other figures are wounded. If you roll a 1-3, all figures within 2 spaces of Deathwalker Prime are safe. If you roll a 4-15, all figures within 2 spaces of Deathwalker Prime receives 2 wounds. If you roll a 16-19, all figures within 2 spaces of Deathwalker Prime receives 4 wounds. If you roll a 20, all figures within 2 spaces of Deathwalker Prime receives 8 wounds. After using this power, remove Deathwalker Prime from the battlefield.

Machine Laser Special Attack
Range 7. Attack 3.
Deathwalker Prime may use this special attack 4 times in the same turn. Deathwalker Prime may target the same figure or a different figure with each attack.

Napalm Special Attack
Range 4 Attack 5.
Deathwalker Prime may use this special attack 2 times in the same turn. Deathwalker Prime may target the same figure or a different figure with each attack.

Character Bio: This tricky Soulborg is what one would refer to as a walking bomb, designed to infiltrate an enemy army and obliterate them from the inside. Many a foe has been caught flat-footed with a Deathwalker Prime in their midst. The result is not pretty. The Deathwalker uses its speed to get right into the middle of opposing forces. It then simply blows up, wounding all surrounding foes, some lethally. The other ability that makes this tin can so dangerous is its resistance to ranged attacks. It has the uncanny ability to simply dodge most missile attacks. This is enough to make even an arrogant Elf like Syvarris cringe.

Hero Spotlight: With three new powers that would benefit Deathwalker Prime. The Prime Deathwalker has a better self-destruct, a power that his predecessor Dealthwalker 7000 wield. Utgar also bequeathed the Machine Laser Special Attack to Deathwalker Prime. This Soulborg also has a Napalm Special Attack. Deathwalker Prime can inflicts series damage with those special powers and before self-destructing.
_________________________________________________________________
-Rulings and Clarifications-

- AUTO-DESTRUCT : Using Auto-Destruct on Opponent’s Last Figure When Deathwalker Prime is YOUR Last Figure
If Deathwalker
Prime is your last figure, and he uses his Auto Destruct Special Attack to destroy your opponent’s last figure on the battlefield, who wins?
That would be a tie since once Deathwalker
Prime turn is complete, there are no figures on the battlefield.
_________________________________________________________________
-Combinations and Synergies-

Synergy Benefits Received
  • - ORNAK : Red Flag of Fury
    As a Unique Hero that follows Utgar, Deathwalker Prime may benefit from Ornak’s RED FLAG OF FURY activation synergy.
Synergy Benefits Offered
  • - N/A
C3V and SoV Custom Synergies
Spoiler Alert!


Last edited by Heroscaper 101; January 7th, 2019 at 10:31 PM.
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  #203  
Old December 20th, 2018, 10:40 PM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: H101 customs : Tomoe Gozen* 12/20/18

Name = Tomoe Gozen*
General = Jandar
Planet = Earth
Species = Human
Uniquity = Legendary
Type = Hero
Class = Daimyo
Personality = Persistent
Size = Medium
Height = 5

Master Stats
Life = 4
Move = 6
Range = 1
Attack = 5
Defense = 5

Points = 150
(Single Spaced)

Tomoe Gozen's* Command
Instead of taking a turn with Tomoe Gozen*, you may take a turn with one of the following that you control:
• 1 Samurai Hero,
or
• 2 Samurai Squads,
or
• 2 Ashigaru Riflemen Squad or 2 Ashigaru Spearmen Squad. You may choose which Squad to activate first.
Any figure in the above list that is taking a turn instead of Tomoe Gozen* must be within clear sight of Tomoe Gozen* before moving.

Adjacent Tough 1
When rolling defense dice for Tomoe Gozen*, if Tomoe Gozen* is adjacent to at least one Samurai figure who follows that you control, add one automatic shield to the defense roll.

Overextend Attack
After taking a turn with Tomoe Gozen*, you may place a wound marker on Tomoe Gozen* and take another turn with him. You may only use this power once during a round.

Counterstrike
When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure.

Number of Figures = 1
  • Targeting Point = Head
  • Grey Area = Weapons
_________________________________________________________________
-Rulings and Clarifications-
  • - TOMOE GOZEN'S* COMMAND : Activating Ashigaru Squads
    On Tomoe Gozen's* Order Marker, may I take a turn with two squads of Ashigaru Yari,
    or two squads of Ashigaru Harquebus, rather than one of each?
    No. A turn with the Ashigaru on Tomoe Gozen's* Order Marker must consist either of
    a turn with one of each squad OR a turn with only one of the two.

    - TOMOE GOZEN'S* COMMAND : Adjusting Figures Before Activation
    Before taking a turn on Tomoe Gozen's* Order Marker, may I reposition figures so that they are within line of sight of Tomoe, and then take a turn with them?
    Yes. Hasbro's Advanced FAQ article states that on a player's turn, s/he may adjust the positions of friendly figures.
  • - OVEREXTEND ATTACK : Overextending With 1 Life Left
  • Can you place the 4th wound marker on Tomoe & take your last turn according to Overextend Attack?
  • No, as soon as you placed the 4th wound marker on Tomoe he would die and be removed from the game
_________________________________________________________________
-Combinations and Synergies-

Synergy Benefits Received
  • - ADJACENT TOUGH 1 : Figures That Follow Einar
    When rolling defense, any adjacent unit that is Samurai may aid Tomoe Gozen* through ADJACENT TOUGH 1 defense bonus.
Synergy Benefits Offered
  • - N/A
C3V and SoV Custom Synergies
Spoiler Alert!


Last edited by Heroscaper 101; January 15th, 2019 at 02:25 PM.
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  #204  
Old December 21st, 2018, 12:28 AM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: H101 customs : Haduc* 12/20/18

Name = Haduc*
General = Aquilla
Planet = Feylund
Species = Elf
Uniquity = Legendary
Type = Hero
Class = Arch-Wizard
Personality = Resolute
Size = Medium
Height = 5

Master Stats
Life = 6
Move = 6
Range = 7
Attack = 3
Defense = 5

Points = 200
(Single Spaced)

Master of Magic
When Haduc* rolls defense dice against a Normal Attack from any figure, one shield will block all damage.

Arcane Counter
When Haduc* rolls defense dice against a special attack, all excess shields count as unblockable hits on the attacking figure.

Spell Mastery
When Haduc*, or Wizard you control adjacent to Haduc*, rolls attack dice for a Special Attack, add one automatic skull to whatever is rolled, if there is at least one unrevealed marker Haduc's* Army Card.

Arc Lighting Special Attack
Range 4+ Special. Attack 4.
Choose a figure to attack. You may also choose a second figure within 3 clear sight spaces of the targeted figure and a third figure within 2 clear sight spaces of the second figure to be affected by Arc Lighting Special Attack. Roll attack dice once for all figures. Each figure rolls defense dice seperately. Arc Lighting Special Attack does not affect destructable objects.

Number of Figures = 1
  • Targeting Point = Head
  • Grey Area = Staff
_________________________________________________________________
-Rulings and Clarifications-
  • N/A
_________________________________________________________________
-Combinations and Synergies-

Synergy Benefits Received
  • - ACOLARH : Leaf of the Home Tree Aura
    As an Elf, Haduc* may benefit from Acolarh’s Leaf of the Home Tree defense bonus.
  • - EMIRROON : Elven Summoning Spell
    As an elf, Haduc* is subject to Emirroon's Elven Summoning Spell.
  • - KYNTELA GWYN : Strength of Oak Aura 1
    As an elf, Haduc* may benefit from Kyntela Gwyn's STRENGTH OF OAK AURA 1 defense bonus.
  • - ULGINESH : Mind Link
    As an Elf Wizard, Haduc* may benefit from Ulginesh's MIND LINK activation synergy.
Synergy Benefits Offered
  • - SPELL MASTERY: Wizards
  • - ARKMER : Staff of Lerkin
    As an Elf, Haduc* may aid Arkmer with his Staff of Lerkin defense enhancement.
  • - CHARDRIS : Fire Strike Special Attack
    As an Elf Wizard, Haduc* may aid Chardris with his Fire Strike Special Attack.
  • - EMIRROON : Elven Summoning Spell
    As an elf, Haduc* may aid Emirroon with his Elven Summoning Spell.
  • - JOHRDAWN : Rain of Flame Special Attack
    As an Elf Wizard, Haduc* may aid Johrdawn with her Rain of Flame Special Attack.
C3V and SoV Custom Synergies
Spoiler Alert!


Last edited by Heroscaper 101; January 15th, 2019 at 02:28 PM.
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