I've been really interested in adapting pre-existing things into Heroscape customs for the past couple of years or so, and recently I stumbled across the perfect game to adapt. Paul Peterson's Smash Up! A deck building game who's identity comes from it's unique Factions, all having their own abilities and specialties. I thought it would give me a beautiful thing to adapt as there are tons of different races, abilities, synergies, and play styles to turn into theoretical Heroscape custom units. I wanted to share what I've made and discuss what works, what doesn't, and if they could be viable in a real game.
Master Set: Smash Up Aliens
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These aliens are based off the 20th century modern depiction of them. I like to think of classic moves you would see these tropes in. Abductions, probing, invaders from Mars! I'd like to think if these units were in Heroscape, they would be from Mars, although I only made their Species Aliens instead of Martians. I made them to excel at displacing units, whether it be your own or your opponents. While not having synergies with themselves, I was hoping these displacement abilities would be a new take on classic Scape.
Alien Collectors
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What are supposed to be the runts of the bunch, here is a Common Squad that would include 4 figures. They would be single based, and their hitzones would be all red except for the small pistol they hold. Abduction could be a neat and unique tool to help manage the battlefield how you see fit. On their Mothership, the Collectors are the worker bees. Making sure nothing goes wrong with their armada as they zoom to Earth, ready for invasion. Once they arrive, their job isn’t done. Given basic guns and tasked with sending as many humans back to the Mothership as they can, to keep either as prisoners, or test subjects.
Alien Scouts
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Almost the inverse of the Collector, here we see a Common Squad of 3 units. They would be single based, and their hitzones would be all red except for the rifle they hold. They are scouts, so they would benefit from the Venoc Warlord which is also something to keep in mind. Their ability is, again, a unique tool that gives you the choice on how to best use it, if at all. It just may give your scouts some extra longevity as they stay in a constant cycle of advancing, picking off a unit, and retreating back to safety. Just don't let the opponent too close to your start zone. For nearly a century, the Alien Scouts have been visiting Earth. Collecting data in secret in preparation for the invasion of 2433. Learning the humans way of life, and observing their weaknesses, the Alien Scouts have to be quick not to be seen. Ready to be beamed back up to their ships at any moment or risk being found out. They make some of the most well prepared soldiers in the invasion of Earth.
Alien Invaders
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This Unique Squad of 2 units is a bit hard for me to wrap my head around point value wise. First off, they too would be single based with their hitzones being their whole bodies except their guns and the flags they hold. I really enjoyed the concept of Jammed Signal. To me, it just makes perfect sense! A really good disruption tool that could keep your opponent sweating upon seeing you draft these two. They would for sure be important units to manage. I think with them being a Unique Squad and only getting 2 of them, that 80 points is appropriate, but I also may be underselling how crucial Jammed Signal could be as an ability. What are your thoughts? The elitist warriors of the Martian army, while the Scouts were investigating Earth, the Invaders were preparing on the home world. Their Supreme Overlord making sure they were well prepared in stopping their opponents communication with each other when the invasion starts to create as much confusion and damage as possible. Carrying the Martian flag and ready to claim Earth as their own, the Invaders were pleased being called to Valhalla, excited to overtake a new planet.
Supreme Overlord
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The head of the Alien Faction, this Unique Hero would be single based with his whole body being a hitzone. While not much of a combat unit, his main draw are his disruptive abilities. Probe being a once a round ability with a 25% chance to deny your opponent a turn at any moment of the battle, and Supreme Abduction being a superior version of his Collector grunts! The biggest difference being teleported units will take leaving engagement. While his attack and defense value are painfully average, being able to force a disengagement from him and any other friendly units nearby gives him the damage output he may be lacking otherwise. What do you think? After spending 88 years preparing and carefully planning the 2433 invasion of Earth, the Supreme Overlord relished watching the initial strike. The humans never saw it coming. His scouts information and invaders signal jamming technology ensuring the low life collectors could abduct all the important figures of Earth. Victory was almost ensured, when there was a sudden flash of light. The world outside the Mothership disappearing, and a new scene forming. A new planet, a new general, calling to him in need of his forces to help conquer a war torn planet. A new challenge for the Supreme Overlord to relish in.
Dinosaurs
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Teeth, and claws, and...guns? This group of Dinosaurs is more than the savage beast's from ancient past we know them as. After discovered by the Primadon's on Marr, they made an alliance in order to fight back the Marro invaders. With the help of the Primadon's technology, these dinos are ready to fight with the Vipers and Primadon's in order to reclaim their homeworld. Another fun faction of Smash Up I'm making my own and trying to add to the world of Heroscape! The dinos boast great attack and defense stats. Also their size helps them defend from Special Attacks effecting small or medium units.
War Raptor
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A common squad of 4 units, the War Raptors excel at rushing down and outnumbering their opponents. The more Raptors you have, the more damage that can be done! It's a simple design for a unit, but that doesn't mean it wouldn't be effective! I imagine having a single base and their whole bodies are hitzones. A War Raptor is already a killing machine, even without the help of it's Primadon allies. Suited with more blades and extra armor, the War Raptors are on constant patrol in their once jungle oasis for any straggling Marro. Needing little sleep, running on the thrill of the chase and the alien blood that follows.
Armor Stego
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The design of this common squad is to be, quite literally, a moving wall. Their huge bodies of size 9 and high defense, especially on rounds you lose initiative, are meant to help block lines of sight from opponents far off on the battlefield and waste your opponents time as they helplessly try to pick them off. This would be a squad of 3 units. They would be double based units with their entire body as a hitzone. I wanted to give them an ability that raised their defense to 6 when it wasn't your turn, but that would be redundant as opposing figures can't attack and force you to roll defense dice during your own turn. Their ability is completely luck based which may not be great design, but, in my experience, winning initiative is something a player wants the majority of the time. There certainly are situations where that's a bad thing, but more often than not, players want to win initiative in a round. I made this ability as a reward for when players don't. After all, luck is a huge factor of Heroscape as is. A Gorillinator swings frantically from branch to branch. The sound of rustling bushes and electrical zaps letting him know the Marro Stingers aren't far behind. The sentry has to rush back to the village to warn the others the Marro are on the way. In his rush, he grabs an unstable branch that snaps. Falling to the ground, the Marro right behind him. He thinks to himself, maybe he can take a few out before they reach the village. Picking his gun up and facing the enemy head on. Suddenly a tree crashes behind him. The Stegos come roaring out, ready to help defend against hte advancing party. Their newly made armor glowing red providing extra protection against the Marro's biological weapons. A wave of Gorillinators right behind, using their new allies as cover as they rain down hell of the defenseless Marro party, quickly defeating them. For the first time in a skirmish, there were no Primadon causalties.
Lasteratops
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This was a tough one for me to design. I didn't know what direction to go with these tank like dinos. At first I thought I wanted to give them an ability that could destroy a squad figure on the roll of a 20-sided die, but I eventually ended up on this one instead, leaving their offensive capabilities with their great attack and range. This squad of 2 would have a double base. I imagine their bodies would be hitzones while the turrets on their sides and top wouldn't count. They have a very tank like design which I think would be great for Heroscape! What are your thoughts on their ability? Laseratops march forward, blasting every Marro Drone in their way. Leaving none behind as they fight to preserve their once great jungle. Their laser grids detecting anything around them and keeping them and the troops they lead safe. They push forward, sending the Marro closer to the tar pits that have started forming leaving them a choice. Drown in the tar, or turn to face the tanks that follow.
King Rex
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What's better than an Orc riding a T-Rex? What about a T-Rex with a large gun. The large gun on his back would not be part of his hitzone, but the rest of his body is. This figure would have a double base. King Rex is here to show off his raw power. Very similar to Grimnak, but hopefully more specific to the dinosaurs he leads. I also wanted to make his Chomp ability a little different from Grimnak, but the wording feels a little clunky. Instead of having a choice on which squad figure to instantly destroy, it would be the opposing squad figure with the lowest point value adjacent to him. I know this makes it not as good a Chomp, but I do want to point out King Rex has a gun with a nice range of 7 and 4 attack. Get this king some height advantage, and I think he'll be one of the most daunting foes to face. The Marro Warriors shake. The thundering footsteps of their foes approach. A roar rings out from jungle. It's been said no Marro has heard that roar and survived, but their Hive needs to be defended, and this time their backed by their Hivelord Su-Bak-Na. Everything goes quite for one terrible second, before an energy blast bursts from the tree line hitting the Hive in the side. Panic rings out as War Raptors begin to rush forward taking on the front line of Marro Drones. Armor Stegos begin to emerge from the brush, Gorilliantors riding them. Laseratops pushing the whole line forward, but most terrifying of all, the King is here. Howling to keep his troops moving forward and eyeing the most deadly opponent on the Marro's side, Su-Bak-Na.
Ninjas
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By far, not a new concept for Heroscape. I tried to keep the same essence as the ninjas that already fight on Valhalla, while adding some new exciting abilities and powers. I'm very happy I had the opportunity to create more ninja squads. Another detail I focused on to keep the units consistent with pre-existing ninjas was their size and personalities. All ninjas are medium 4 and have either a tricky or disciplined personality. Oh, and of course they all feature Phantom Walk. They are summoned from Earth.
Ninja Acolytes
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A cheap squad of 4 units, this single based targets would have their entire model as a hitzone. Designed to be squishy and not much of fighters, but an effective with mobility. Phantom Walk and their movement speed can let them get wherever they want to on the map quickly, and then pull stronger allies to the front lines. Complete silence. The two words that the Temple of Goju's Acolyte's live by. To stakeout a target; to follow, hidden in the veil of night; to wait for just the right moment to report to their master. Seeing an Acolyte means only one thing. Their master is only a moment away, and if they call to him, you're already dead.
Shinobi
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These ones were a little tricky to adapt from the game Smash Up. Their powers in that game involve moving to a point just before a base scores, possibly allowing you to gain the upper hand. When it came to adapting that I thought maybe a power that lets them move to Glyphs a great distance away. I know most tournament maps have their Glpyhs not too far from the start zone, so it might be a bit too broken in that setting, but that's what I'm here to find out! How strong/weak are these units really in a theoretical setting!? One thing lead to another and I designed Shinobi's to be the best Glyph scouts. Able to teleport to one on the same-level or below them from great distances, then able to drop smoke bombs and possibly lose their hitzones for a turn making them decent as early game Glyph units as you move the rest of your army up into position. This would be a squad of 3 units who's hitzones would be everything except the swords they hold. Weavers of shadows, Shinobi's are trained to never be seen. Calling the darkest of alleys their second home, nobody can ever be certain they are truly alone when walking through the streets of Kyoto.
Tiger Assassins
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This squad of 2 gave me some concern when designing them. I didn't know if giving them a ranged Special Attack would be too powerful for a squad. It's not something seen often in Heroscape, but I don't think this Special Attack drives these units overboard in terms of power. They're assassins. Designed to pick off weak units with their throwing stars and attack of 4. I think these are some of the most classic Scape ninjas I've designed. I'm unsure if they are really 100 points though. It is only a squad of 2 after all, I could see going down to 70 or 80. What are your thoughts? Oh, and their hitzones would be their entire figure. Only the women tough enough to spend two years of non-stop training at the Ninja Dojo have the honor of being called Tiger Assassins. Adopting a new life style, their profession is more a work of art. Art only an artist such as themselves can achieve. Move quick, strike fast, find the next target.
Master Kakusareta
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His body would all be a hitzone, but the swords he carries wouldn't. The only hero unit I created, he once again was a tricky one to balance. I wanted to make his instant kill ability something never seen before. Having a 40% chance to instantly destroy any unit, but only if that unit remains engaged with him. This ability is more useful if used later in a round, giving the target even less time to react. Hopefully, with his high stats, Phantom Walk, and his instant kill ability he isn't too over powered at 200 points. My original goal was to keep him below 220. Head of the Temple of Goju, leader of the Ninja's Dojo, Master Kakusareta is unmatched. Killing comes easy to him, and so does gloating. Caught up in the thrill of overcoming a target, he may distract himself through taunting their demise. Sometimes his targets can use this weakness to buy themselves a few extra seconds slipping away, but Master Kakusareta never lets them run too far. Once they are marked for death by an Acolyte, Master Kakusareta carries out the assignment.
Pirates
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This faction was fun to adapt because, up until the Age of Annihilation, Pirates were never really featured in Heroscape before. I tried my best to replicate how they act in Smash Up, but they can do quite a bit of different things! I made them almost a jack of all trades. Have some movement abilities here and there, some damaging abilities, the power to force another unit onto their crew! This is one unique grab bag of different powers to play with and I hope you enjoy what I've made for you. These feisty sea dogs were summoned from Earth. I wasn't too sure what general would summon a crew of pirates, but I eventually settled on Aquilla.
First Mates of the Grey Opal
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A common squad of 4 units, their entire body would be hitzones. Not the most exciting of the pirate units I made, here we have the First Mates. With an ability to help them move up and outnumber opponents, and the strange perk of getting +1 attack die against opposing pirate figures. This was made to go along with an ability that the Saucy Wenches have that adds just a bit of synergy between those two units that also ironically makes pirate based teams effective against other pirate based teams. The open seas can be a rough place without the proper crew. Fortunately for King Hagley Read, the crew of The Grey Opal is some of the most hard working and loyal he could ask for. These pirates will do anything to protect their ship and subsequently their treasure, risking their own lives in the process.
Saucy Wenches
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This is a squad of 3 units. Their entire bodies are hitzones except the pistol and sword they clutch near their body. These units really show how much of a grab bag I made the pirate faction. Not having too much of a theme on their card, I wanted to pull from a few action cards in the game of Smash Up. The first ability being Powderkeg where a Saucy Wench can blow herself up in hopes of doing some hefty damage to those around her. The other was a really fun ability I'm psyched about. Researching the definition of Shanghai gave us this ability. It means to force or trick someone onto your crew. Changing a characters class in Heroscape can be deadly when it comes to synergies or bonuses. Obviously, it hurts some units much more than others, but to balance that out a bit I gave the First Mates a damage bonus against opposing pirate units so that no matter what, as long as you have First Mates and Saucy Wenches, forcefully making someone part of the crew of The Grey Opal would cause some effect. The Saucy Wenches have seen it all in the city of Tortuga. Hardened from their time working there, they refuse to let anyone talk down to them. Also gaining the charisma to manipulate anyone into joining their crew. If their words don't seem to cut through to the most loyal of soldiers, the drugs the Wenches slip into their drink should do the trick.
Buccaneers
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A unique squad of two units, everything except their sword would be a hitzone. Being mobile and in the need to get around a ship quick, or board an enemy ship, these Buccaneers can be hard to pin down thanks to their Broadside ability. Acting as a Spider Sense or Disappearing Ninja ability. The other component to them is their attack bonus they can give to adjacent First Mates and Saucy Wenches. I know squads don't normally give other units attack bonuses, probably for a good reason, but having this one be a unique squad with only two units and the ability unable to stack upon itself, I thought it would be fine. The Grey Opals most challenging warriors, the Buccaneers know how to fight. Moving around the battlefield as comfortably as they move around their ship during the toughest of storms. One second their fighting, the next they're swinging away to go support their fellow crew mates.
King Hagley Read
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This one is a bit abstract and might also be illegal, I'd like to hear your thoughts on his figures design. So he is a Medium size, but his unit would have a double base. He would be only a man fitting on one side of the base, but his figure would include a cannon on the other side of the double base with the cannon having no hitzone. To my knowledge, there are no other medium sized figures that have double bases, so I don't even know if this would be legal and might mess up other abilities in the game that only effect small or medium figures such as Jotun's throw. Other than that, he has a Carry ability that only works over water and then, of course, the cannon. Acting like a Sudema/Braxas ability being just 15% to kill a hero rather than 20%, but not being restricted by size. Also, it's range is double both Stare of Stone and Poisonous Acid Breath. Since it can effect 2 figures, I thought I would balance him in the middle of Sudema and Braxas, thus making him 175 points. The infamous captain of The Grey Opal, Hagley Read has declared himself the king of pirates. Having the full support of his crew, anyone crazy enough to deny this claim finds themselves scrubbing his poop deck or walking his plank. The Grey Opal being the most infamous ship on the seven seas due to his leadership, he now commands his crew on the battlefields of Valhalla determined to steal every bit of treasure he finds along the way.
Robots
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From a never before explored planet, Druna 85I, a never ending war wages between the robot's and their own Creators. The Creators built the robots, and then the robots took over and made the process even more efficient! Now they can churn out more little, highly specialized bots then their Creators can handle. Oh, and a few massive ones as well....Obviously this lore is very similar to Alpha Prime, but I didn't want these robots to be considered Soulborgs, their lore is already so rich, so I made up a new planet instead. These robot and microbot units I created work very well together. Think of them like the elves where the more you have in one area of the board, the more powerful their pack becomes. There's a lot of different units here so stick with me, I'm not too sure what the best order to put them in is! Oh, and one last thing,
General Rule: When using Smash Up Army Cards with Classic Heroscape, Robots and Microbots should be considered equivalent to Soulborgs with respect to Special Attacks and Abilities.
Zapbots
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They're not strong, they're not fast (unless you pair them with the Venoc Warlord), but they are a great at helping your Microbots advance to a powerful position while these little scouts storm the enemies front line as a distraction. Each squad of Zapbots contains 4 units, meaning they're also great at staying next to Microbot Alpha and boosting its attack. Although, as mentioned, they will not be able to take a hit very well. Their entire model is a hitzone. One final design note, they are Small 3 without a scale ability meaning they might be the hardest units to traverse a map with extreme height changes, but I designed them this way since they are quite literally on wheels. Crafted after the Robot's Revolution, these Zapbots were made to keep The Creators in line. If any are found out of hiding, they can expect a nasty shock, and a swarm of Zapbots converging in on their ratholes to exterminate the pests.
Hoverbots
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A common squad of 3 ranged flying units, that alone already seems powerful! Hopefully 80 points isn't underselling them. In addition, they have the ability to bond with Zapbots and Warbots giving them some extra movement. These units would also be able to become Microbots when adjacent to Microbot Alpha, helping benefit other units such as Microbot Alpha, Microbot Guard, and being able to benefit from Microbot Fixer. Overall, not as much of a cornerstone to the Robot army as I imagine Zapbots would be, but a good offensive unit that could end up working really well when in the right circumstances. The Creators can no longer look up at the Druna 85I sky without seeing these sentinels patrolling. Always on the lookout for The Creators, Hoverbots inform their Zapbot and Warbot comrades to any suspicious activity from a birds eye view.
Warbots
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In Smash Up, these units ability is quite literally "This minion cannot be destroyed." So I made them one hell of a brick wall. Having 6 defense and Tough is no laughing matter, ensuring that even with a miserable speed of 4, they still should be able to make their way into the enemies army and do some damage. With them being so tanky, I figured they could only be a Unique Squad of 2. Two of them is already a lot to deal with. I feel like 140 points is selling them just right. Recently, I've learned to never undersell a high defensive unit. Some of the Microbot's finest creations, The Creators know of no weakness for these behemoths. Any Creator unfortunate enough to see one of these rare units is doomed to fall.
Nukebot
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The only unit in this faction to have no synergy with anything else. I figured that would be for the best. If Nukebot could be effected by Microbot Alpha's Species changing ability, it would become a mess of rules. But just because it doesn't have synergy with the rest of its faction doesn't mean it's a bad unit! I actually really like the idea behind it. Without trying to make it too similar to Deathwalker 7000, I thought this was a good way to make it stand out. Nukebots self destruct ability activates upon it falling in battle. Unlike Deathwalker 7000, it's guaranteed to go off, however, it lacks the damage output of Self Destruct. More life, but less defense. I believe 120 is a good point value for it, but I could also see it needing to go up a little more. What are your thoughts? Nukebot was created for one reason, blow up the biggest rathole The Creators have formed. Connected directly to The Central Brain, Nukebot knows of every discovery made by the Zapbots and Hoverbots, waiting for it's order to go quickly destroy the last of The Creators.
Microbot Reclaimer
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I think this is the most essential Microbot to share first, for understanding it's ability to bring any Microbots back after being destroyed is essential knowledge for how I balanced the rest of this faction. With a specific bonding ability and it's Reclaim power, this is a good unit to keep as far away from the enemy as possible. Also, being able to bond with another Microbot on your first turn of the round means you can still attempt to Reclaim while keeping pressure on enemy units far away. At the end of the day though, it does only have 2 life and 3 defense. If your opponent has any assassin type characters good at slipping through your defensive wall, your Reclaimer and potentially your whole army may struggle. Constantly digging through the mass piles of broken machinery, the Microbot Reclaimer knows how differentiate profit from junk. Able to keep building any Microbot that falls ensuring The Creators can never gain the upper hand.
Microbot Alpha
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Another absolute cornerstone of the Robot/Microbot Army, this unit is able to convert any Zapbot, Hoverbot, or Warbot adjacent to it into a Microbot. This can help boost it's own attack stat with Alpha Status, as well as boosting the attack of Microbot Guard's Shocking Shield Special Attack. Also, the Microbot Fixer can then boost any Squad figures stats with Tech Center. Microbot Alpha does only have 1 life, but with 6 defense and a 25% chance to be Reclaimed (if Microbot Reclaimer is in your army and still alive) even if your opponent knocks it out early, that doesn't necessarily mean it's gone for the battle. Once The Creators made this microbot in Factory 436-1337, things took a turn for the worst. Overhauling the production line of robots and microbots, Microbot Alpha started creating far too many bots for The Creators to handle. Microbot Alpha hooked every bot up to The Central Brain so they would all be connected.
Microbot Fixer
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A Orc Champion type character, Microbot Fixer boosts the attack and defense of all Microbots adjacent to it, as well as having Priority Microbot Bonding like the Microbot Reclaimer. An important unit to keep around your Microbot Alpha and your Microbot Guard to not only boost their stats, but also their abilities. Quickly making repairs on the battlefield, Microbot Fixer ensures its side is ready for any force of resistance. Able to move around from one spot to another to make sure any microbot is in tip top shape for the battle its fighting.
Microbot Guard
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Ironically, I just noticed that this unit gains a bonus from Deathwalker 9000. As for the general rule, it would be considered a Soulborg in ClassicScape. I don't think that breaks this unit at all. It's main draw is adding a Special Attack to the robot factions army, giving them just another tool to fight against units that suffer against Special Attacks. Worse than Microbot's Alpha ability, this Special Attack could potentially give you +5 attack die, but can only be used in melee range. Also benefits from Warden 816's Guard Leadership. As mentioned, the main draw of this unit is to add a Special Attack to the robot's army to potentially help negate some of their weaknesses. Originally designed to attack as guards for The Creators prisons, The Creators never intended to be the prisoners. Starting off as such after the sudden beginning of the revolution, Microbot Guards were quickly given a new assignment, however. Help guard it's fellow Microbots on the battlefield. The more Microbots inside it's Shocking Shield, the more powerful the zap becomes!
Microbot Archive
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The hardest unit for me to create for this faction, I'm actually pleased where it ended up. Thanks to the help of TonyStark on the Discord, he helped me come up with this ability. As an archive, it can store the memory of fallen Microbot's on it's Army Card and use them to help defend others. Definitely the most specific power of all the units in the robot faction, but hopefully cheap enough to get some use if there army were to ever exist. I'm mostly just glad we based it's powers off the fact that it is an archive! Microbot Archive never forgets any robot fallen in battle. Deeply connected to The Central Brain, it complies all the data on how each robot and microbot were destroyed, using it to help production churn out more powerful versions of previously destroyed units.
Tricksters
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As the name implies, these units excel more on messing with the enemy over pure power. Hailing from Feylund, this faction of various creatures have had a long history of being considered pests. Hidden in their Mushroom Kingdom and collecting any shiny thing that isn't nailed down, these creatures can add versatility to specific instances and play styles.
Cave of Shinies Thieves
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For the most part, I try making units that are good in any sort of scenario. These guys, however, are only viable in certain scenarios like the Dzu-Teh. Can you blame me though? Making little gremlin thieves was just too fun of a concept to work with. Low defense but the ability to snatch up every single Treasure Glyph on the battlefield and selfishly use them to defend themselves ensures no character can hold onto that Heroic Rune forever. Honestly designed to be highly specific and very annoying. Each squad contains 4 units and their entire bodies are hitzones. Responsible for 61% of the Mushroom Kingdom's treasure, the gremlins call the Cave of Shinies their true home. Grabbing anything they can from useless trinkets to ancient artifacts, the Cave of Shinies Thieves know no difference. The only thing their brains value is shinies.
Gnome Trappers
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These are my favorite units I've created for this faction. I don't care about showing my biases about it! In my opinion, they fit the description of Trickster the most out of the four Army Cards in this faction. Requiring more careful thought and strategy at the start of the game for your Block the Path ability. They can shut certain areas of the board down hard for the opponent, especially if their army consists of only one or two Species. The ability is based off the Air Elemental's Swirling Vortex, but putting it on a squad this way just seems to work in an exciting way. Also, uniquely being more susceptible to Normal Attacks rather than Special Attacks while just being a strong squad of 3 units. The knives they hold being the only part not included in their hitzones. Keeping the Mushroom Kingdom hidden is their main goal. Or, at least, making anyone foolish enough to search for it regret their decisions. The entire forest of Dumutef being laid with traps if anyone dares to step off the roads. The gnomes responsible for these traps have saved many gremlins who come scampering back with a sack full of treasure, chased by an angry Fiantooth.
Fey of the Mushroom Kingdom
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This squad of 2 would be annoying, but potentially not pull their weight. Their best match up would be high value squads such as Samurai. Able to weave through the battlefield undisturbed, you would only hope you could park them next to an opponents particularly annoying figure before they're shot down by ranged attacks. They're a moderate risk to use, but their reward has potential to be great, trading their life for a squad unit much more expensive than them. Other than the wooden staff in their hands, their entire bodies would be hitzones. Always equipped with an ignition powder, these brownies want to ensure whoever gets the upper hand on them will regret it. The other creatures of the Mushroom Kingdom can also thank them for the many roasted squirrels filling their dining halls.
Mannix
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Mannix exchanges good stats for useful utility. Engagement Strike and a weaker form of Crippling Gaze keep this Trickster unique. I figured he would be the same point value as Dund, being very similar. Engagement Strike making up for his weaker stats in comparison to Dund. Also gave him a Tricky attack bonus. I feel like being the master of the Tricksters gives him that permission. There's not too much more to say about this Hero! His entire body would be a hitzone. Master of tricks, Mannix takes much enjoyment in fooling any creature stupid enough to enter the Dumutef. Pranking them into hearing familiar voices, seeing illusions. The best part being, if he's ever found out, he can hush them to sleep with a snap of his fingers. Despite the many bounties, no creature has ever come close to pinning Mannix down.
Wizards
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More masters of the arcane arts, this faction in the universe of Smash Up are good at drawing cards and using multiple action cards on your turn. So I had to take some creative liberties when adapting them into the Heroscape format. My significant other came up with the brilliant idea of having their abilities center around Glyphs. You'll see quite a bit of Glyph manipulation and Special Attacks coming from these four units that hale from Toril.
Neophyte Scholars
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A common Wizard squad featuring 4 figures. I didn't have a clear vision for these guys. I knew I wanted them to have a Special Attack so that way they could bond with Archmage Eveus, but I didn't have any particular Special Attack in mind. I ended up stealing the Roman Archer's, especially since I knew that wouldn't be game breaking. I also wanted their to be a Sacrifice mechanic attached to them, but I didn't know what benefit you would gain from sacrificing them. Originally, the benefit was the sacrifice one and take a turn with an Archmage you control, but that seemed counter intuitive with their Special Attack needing at least 3 to work. I eventually settled on a +8 to the initiative roll for a round. I think this version of Sacrifice has more use. Making a player chose over going first or if they want their squad to hit harder, although a valid strategy would also just be drafting these guys and keeping them in your start zone specifically for the purpose of sacrificing them and gaining the advantage on the initiative roll for at least 4 rounds. Their entire bodies would be hitzones. New to the School of Wizardry, the Neophyte Scholars are still mastering the magic from within themselves. Needing a group to accomplish powerful feats of magic, any scholar who attempts to use their mystical studies on their own may just find themselves as a pile of ash on the floor.
Enchantresses
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A unique Unique Squad of 3, their staffs being the only part of their model not considered part of their hitzone, the Enchatresses are the first example of Glyph manipulation for the wizard faction. With the ability to reveal what symbol-side up Glyphs are on the battlefield, but shuffle them around, these units could give you a key tactical advantage. With the potential to see an upcoming Pit Trap, even if you don't know where it will end up after the shuffle, it's good knowledge to have. Plus, they can synergize with Archmage Eveus using Portal to summon Temporary Glyphs into the game. You may be able to change the location of a powerful Permanent Glyph closer to your start zone and exchange it with a Temporary Glpyh. But Winds of Change are where these units really find their worth. Being able to completely change your turn order in the middle of the round on a 25% chance. Could be used to completely change the momentum of a game into your favor. Tasked with guarding the knowledge of The Great Library, the Enchantresses always have to be ready for any situation. They use their enchantments to peer into the future briefly to see what's going to happen, or even while it's happening. Quickly alerting any wizard in the library of the presence of the threat and who is most equipped to deal with it.
Chronomage
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I don't have much to say about this Uncommon Hero. His entire body would be a hitzone. He's added to, again, help bond with Archmage Eveus. His Special Attack is somewhat unique though, giving the ability to Scry on any opposing figure and see what actions it's going to take, if any. I could easily see this unit being only 50 points, what are your thoughts on his point value? Also referred to as the librarians, these mages never leave the walls of The Great Library. Every source of information they could ever need is a simple Scry away from being observed undetected. Learning all about the world around them and sharing their knowledge with the rest of the wizards allowed in the library.
Archmage Eveus
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I wanted to make him the master of all Wizards in Heroscape. Giving a unique new ability to use a Special Attack from an adjacent friendly Wizard (including the ones from Classic-Scape) and Portal in Temporary Glyphs. Even with his mediocre defense and less than average life, his threat range and ability to synergize with some potentially devastating Special Attackers keeps him a very high valued unit. Plus, summoning Temporary Glyph's into the game is some seriously powerful stuff. You never know what his powers are capable of until after the game is over. His staff would not be included in his hitzone. A cackling laugh rings through the halls of the vast fortress. Master of all magics, Archmage Eveus unravels the mystical energy flowing through the very soil of Valhalla. Being so potent, the sources almost call to him, wanting to be in his presence. With a simple portal spell, their powers can be for him to use. Still, without the power of his Enchantresses, the exact magic is unknown to him. Sometimes a spell so powerful it brings the dead back to life for no fee, and other times a massive curse that plagues anything nearby. But every time, the surprise of this new magic is just as exhilarating.
Zombies
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It's hard to keep these monsters down. Sending a zombie to the grave isn't "so long" it's just "see you later!" Focused fully on synergizing with the Zombies of Morindan, meaning these zombies also came from Feylund, the goal was to make the zombies of Valhalla feel like a more fleshed out faction. The Zombies of Moindan, however, are really well designed units so my customs in comparison seem less exciting. Either way, wanted to expand the what an all Zombie army could include.
Walkers
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These have, without a doubt, been the hardest units to create in this customs project so far. Their issue? They already exist in Classic-Scape. I would make these units exactly the same way as the Zombies of Morindan. I used this Army Card to instead make mass amounts of Zombies to overwhelm the opponent with if you are running an all zombie army. A common squad with 4 figures in it, worth only 40 points. I wanted to focus on walking, since it's in their name. They help give the stronger units in the army movement utility they those units lacked. While they themselves are slow, you can be moving up to 7 units total on one of their turns. If you instead to elect to move a Grave Digger, it can help give the Walkers an attack enhancement. I chose to give them the inverse of the Zombies of Morindan stats. They're a decently strong squad, but will probably be picked off with their slow movement speed and low defense. They wouldn't be that useful without the help of Tenacious Z's and Grave Diggers. In Classic-Scape fashion, their only hitzone is the head. They're coming for you. The endless undying army raised from the Zombie Lord's staff, Nightfury. His Walkers raised in wave after wave, their shrieks alerting all other undead nearby. No matter which way you turn, a zombie will always be in your sight.
Tenacious Z
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I found a new way to bring the dead back to life! These Tenacious Z, and the Zombies of Morindan, are the two units I had to balance the Walkers, Grave Diggers, and Zombie Lord around. First thing to note, because of their unique way of coming back from the dead, I had to consider this squad of 3 units as Fiends instead of Savages. Also, they are the most mobile of the zombies having 5 move instead of 4. They are weaker in comparison, but with an ability to litter the board with land mines, I think it balances out. Don't know how broken it can be to deny areas of the battlefield with their corpses, but I think there are plenty of work arounds. Flying over them, sending units with disengage on top of them, if you can destroy them on the edges of the map or in their own starting zone. That being said, I can also see Outbreak being hard for other armies to deal with. It's simple to say "just avoid the outbreak markers," but possibly harder in practice. That being said however, it's just the design of the game that some units will fair much better against others. I do believe these zombies are balanced to be strong against melee squads, but weak against range, flying, and any unit with a disengage. In Classic-Scape fashion, their only hitzone is the head. Even with rotted muscles that shouldn't work at all, these undead are tenacious. Going beyond the limits of their own bodies, Tenacious Z will hunt down any living thing that catches their eye. Killing them doesn't guarantee your safety. Too stubborn to die, they can attack anyone who gets to close to their corpse from beyond the grave.
Grave Digger
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I toyed around with this unit a lot. Originally, it was going to be a unique squad of 2. Then, I decided an uncommon hero. Finally settling on a common hero. Common Heroes are fun and underrated! Only having one life, but normally good attack and defensive stats, some also giving really powerful utility. I didn't know if I would be able to work another common hero into my project, so I took the chance I saw! Implied in the name, these heroes dig graves! Specifically those of it's fallen Tenacious Z comrades. Grave Diggers can do quite a lot more than just that. Able to help swarm with Walkers, be reanimated by the Zombie Lord, and of course boost the attack of any adjacent Zombies of Morindan, Walkers, or Tenacious Z. This cheap hero acts as a great Swog for the zombie army. In Classic-Scape fashion, their only hitzone is the head. On a battlefield, there are always graves to dig. Just pray the Grave Diggers don't show up. Digging graves for both their discarded enemies, and their fellow fallen undead. The zombies just seem to rally whenever a Grave Digger is around.
Zombie Lord
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For being the big unique hero of the zombie army, it was hard to make the Zombie Lord cooler. Again, having to balance around Tenacious Z and the Zombies of Morindan, I gave him the ability to help the other useful units Walkers and Grave Diggers a chance to come back through the Zombie Lord. He can also raise Zombies of Morindan back from the dead, but not Tenacious Z. Giving him no other synergy felt like the only way to balance him out fully. He can't bond with any other unit, he doesn't even get the attack enhancement from Grave Diggers. All of his power coming from the ability to keep the undying army undead. In Classic-Scape fashion, his only hitzone is the head, including his large hat. Play with the undead enough, and you just might find yourself becoming one. Deep in a cavern of Morindan, a frail old shaman smiles, proud of his work. So much undead raised by his wicked incantations. His ritual perfected, the magic being put into his staff, Nightfury. He croaks out one final, heavy sigh before falling still. An empty moan rings through the cavern's walls. Grave Diggers coming back to their master, one final grave to dig.
Wave 1: Awesome Level 9000 Bear Cavalry
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Have to start by saying every unit in this section would have a double base. They are all riding bears after all. I'm actually not too pleased with this faction overall. It was hard to find inspiration for them. In Smash Up, they have more of a focus on stats over abilities. I just don't find that much enjoyment making units with really high stats because their point value will always be so high. I may have actually undervalued some of these units because of my bias of trying to keep them within reason, but at the end of the day they have high stats, large immunity, and ranged attacks. I wish I was able to add some more snow/ice bonuses to them, but I wasn't too sure what. I think Ullar would absolutely love these units. I like to believe he would think they're the coolest guys around.
Cub Scouts
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Their ability in Smash Up is any units weaker than them that move to the same base they're on are destroyed, so giving them Engagement Strike makes all too much sense. This would be a common squad 4 units. Getting four of them, large immunity, range attack, and up to 8 movement when combined with Venoc Warlord already makes these guys seem like a must have. Engagement strike on a double spaced figure is honestly pretty powerful. They definitely have the weakest stats out of the faction, and I hope with only a defense of 3 they aren't too overwhelming at 120 points. The scout looks through his binoculars, trying to find anything out of the ordinary in the middle of this Siberian blizzard. While it certainly is the most dangerous time to be outside in Siberia, a blizzard can also cover up the tracks of any spies nearby. Cub Scouts are trained to withstand this cold, and their bears are the fastest in all of the Soviet Union. It's for these reasons that Ullar sought after these men after having a vision of them on patrol.
Bear Cavalry
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The units named after the faction, or the faction named after the units, whatever came first! These soldiers are meant to combo with the Cub Scouts in Smash Up, given an ability to move an opponents minion to another base. It's what the Bear Cavalry in Smash Up does best, besides having impressive power numbers. I just had to make sure I fit it on to at least one unit when converting them over to Heroscape customs. You can even perform the same combo! Commission not only forces disengage, you can end up moving the opponent into Engagement Striking range. Or just walk them into lava, that would work as well. Getting 3 figures for squad picked, their stats should ensure they stay around on the board a little longer than Cub Scouts. Or at least they should be able to do some more damage before they go. Last thing to note is that these are considered soldiers so they will benefit from Marcus's abilities. Trained to be better than the best, a Bear Cavalry can survive days on low rations in the Russian wilderness. They are Russia's most lethal soldiers, and they won't stop to hear any excuses if they catch someone where they shouldn't be. Anyone who runs into them will be lucky if they're only given the order to go home, rather than being shot on sight.
Polar Commando
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Still probably undermarked in point value, this is the unit with the most solidarity from the rest of the faction. It fits with the theming though, as in Smash Up they gain more power if they are your only minion at a base. As mentioned earlier, I just wanted to give all of these guys tundra based abilities, but this was just the easiest one to slap all those ideas onto. More great stats, more firepower, and more snow/ice based units! Masters of the Siberian snowfall, Polar Commando's refuse to be slowed down by a blizzard. Their bears also giving them a unique attribute to blend in with the surrounding snow. If a Polar Commando is called to the scene, every person around is pretty much screwed.
General Ivan
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There's just something missing with this unit. I feel like he needs more, even though he's a Warlord that can bond with two different units (Roman Legionnaires and Armoc Vipers) and gives any fellow soldiers next to him the ability to defy death (ironic that the Sacred Band are also soldiers), I still just feel like their could be more. His ability in Smash Up is that none of your minions can die. I wanted to limit that down in Heroscape by making him Soldier oriented. Having the same stats as SotM Drake (minus one movement), I also debated giving him a pistol attack like that Drake, but didn't want to make them too similar. The ability to bond does make him stand out and I think giving him range on top of that would be overkill. Whatever the Tsar orders, General Ivan enforces. It's hard to stand up against a ruthless man riding a grizzly, so Ivan is great at his line of work. Any soldier can easily rally under his leadership, pushing themselves past the limit of death itself.
Ghosts
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This has been one of my favorite factions to work with. In Smash Up, their abilities activate when you are holding two or fewer cards in your hand. The only way I could think to adapt that over was by how many Specter figures you control that are still currently on the battlefield. Then the issue became how to incentivize drafting more than just one Specter unit. They have a ton of bonding to help with this, and I think we'll just have to dissect every unit as I post them to see if it all comes together to work out. It's hard for me to tell if these are overpowered or underpowered for their point value since half their abilities require other Specters, and the other half of their abilities require as few Specters as possible. These ghosts, however, do have a fun bit of lore that I crafted for them! Originating from Valhalla, these Specters are fallen humans who have been summoned here. Some, filled with anger after being killed in battle, and others just wanting to see the battle through. I chose Einar to be their general because I thought of them as fallen human warriors, but as I fleshed out their stories more things may have changed!
Adolescent Ghosts
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This common squad of 4 is quite simple. Low stats unless there are only two or fewer ghosts on the battlefield in which case they get a much more respectable 4 attack and 4 defense. They have bonding as well as stealth flying. Their entire body would be a hitzone. Even having the life as a peasant, these soldiers found themselves in The Battle of All Time, being summoned by Einar in mass. Promised greatness and to be returned home after the war, these poor souls are the ones who didn't make it. However, thanks to great sources of magic found in the darkest places of Valhalla, these warriors are born anew. The youngest of the undead, not in age, but in terms of being fresh out of their living bodies. They crave more purpose, more adventure, and more battles. Alive, they were only strong in numbers. In death, they can find so much more potential, dedicated to the general who gave them a purpose.
Spirits of the Manor
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Melee Marro Warriors with bonding and Stealth Flying. These are the Spirits of the Manor! This common squad of 3 can only resurrect themselves if there are two or fewer Specters on the battlefield. While they can bring back 2 units for only one roll, the constraint on when you're actually allowed to do a Seance seems to balance them out a bit more. And hopefully with a range of one, they can't spread out quite in the same way Marro Warriors can. Their whole bodies would be a hitzone. It's unknown what about Montfre Manor makes the dead stir. Maybe it's the Manors overall emptiness, or maybe it's the proximity to Bleakwoode. Either way, Vydar has found some new arrivals in his house. Not too pleased with their seeming connection to Einar, but also the perfect company keeping wanderers away from his secret operations.
Dread Gazebo Haunting
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This is the hardest ghost unit to balance. Unlike the squads, this is an Uncommon Hero, which means if you draft it with no other Specters, you automatically get the bonuses printed on the card. That bonus being 3 extra attack dice for a total attack value of 6. Not only that, but it has the Phatom Knight's ability to get in close, defending with 6 defense dice when attacked with a normal ranged attack. However, when it does get in close, it drops it's defense down to 3, and only having 3 life each, I'm not too sure how viable these guys are for 105 points. The only ghost unit with no sort of flying, but it's great stats hopefully make up for it. Plus, the ability to take another turn while destroying a Specter I thought was a good way to incentivize drafting squads with him. These are the only units in the game you could take 3 turns with. If you bond with the squad, and then take two turns with the Haunting, you could cover a lot of ground or do a lot of damage. Anyways, its entire model would be a hitzone. The rumors are true. The Dread Gazebo does exist. The only evidence being the Hauntings that return from it. Deep in the heart of Bleekwoode, no living eyes have ever looked upon it. Only, the undead. Warriors who refuse to be finished can search for themselves once they've passed on. Only the strongest of them reach their destination. Their reward? Rebirth. A singular chance to come back and devastate the battlefields they once were masters of.
The Tombstone Spectre
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One of the most compact Army Cards I've ever made. There are a few things to note about this Unique Hero. The easiest one to digest is, this unit has Stealth Flying. Make Contact is essentially Ne-Gok-Sa's Mind Shackle with the twist being it can only be used if this is the only Specter unit you have on the battlefield. However, you don't necessarily want The Tombstone Spectre to be your only Specter unit because, if there are 1 or 2 Specters remaining on the board, you can use The Dead Rise (which is essentially Thanos's Rejected by Death). I thought this would make for an extremely unique figure, it's abilities contrasting themselves. I think that makes him versatile in playstyle. Although, if you were going to play him without other ghost units, you might as well draft Ne-Gok-Sa for less points. His only bonus of Ne-Gok-Sa being Stealth Flying when drafted alone. His entire model is a hitzone. Lighting flashes across the blackened sky. The winds howl through the forest. The trees blacking out the stormy night sky making the region an oppressive darkness that nothing could penetrate. An unmarked tombstone battered by the elements. A warrior who is never finished, his true identity forgotten. Able to come back when storms rage, reminding his spirit of his own life. His ethereal form rising, the battles not done. There will be dread.
Killer Plants
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They're mean and they're green! These pesky plants just won't stop spreading their seeds around the battlefield, growing right before the opponents very eyes. The main focus on them being a lack of mobility. I know that makes them not ideal units to play with, but it is just a rough draft as of right now. I could see a total overhaul of these figures as is. Hopefully their somewhat easy ability to seemingly never stop growing and spawning defeated Threeks (name of their species) for a not too bad point cost would intrigue some people. I'm sure this concept has been done before and executed much better. One of my original plans was to have a chain progression, growing from the weakest sprouts to the strongest of plants, and then the hero plant is able to spawn the sprouts all over again and make it a cycle. However, starting with a large portion of your Army off the battlefield seemed ill-advised. The Threeks inhabited any forest region on Feylund, not aligned with any other inhabitants of the planet. As long as they could catch prey to eat, they were satisfied.
Threek Sprouts
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A unique squad of 4, these Threek are the youngest of the bunch. Their only goal to plant themselves deep into the ground and grow to their next stage, the Water Lily. As mentioned before, these sprouts can be respawned by the Unique Hero unit of the faction, the Venus Man Trap. And they themselves respawn in any fallen Water Lilies. Isn't it such a beautiful cycle? I don't know how much utility you can really gain with Deep Roots. If it were on other figures, would the ability to be unmovable by any special abilities or powers really be helpful? It helped make sense for these units thematically though. Should they be able to grow into either Water Lilies or Weed Eaters? I feel like the Sprouts aren't too effective as is, but Weed Eaters seem like a really powerful unit to regrow. Plus, being able to respawn would mess up the theme of their Budding ability. What are your thoughts on the Sprouts as a whole? Fresh out of the soil, Threek Sprouts are more like weeds than wildlife. Able to grow quickly as they extend their extensive roots down into the ground. While not much of a threat themselves, the plants they become can surprise any poor unfortunate soul foolish enough to try to pull up these weeds.
Water Lilies
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Implied in the name, Water Lilies are good with water. They don't even necessarily have to be in water, just next to it is good enough to boost their stats. I don't know how useful Sleep Spores is as an ability either. Being able to cut enemy movement is potentially really good, but that ability on a squad figure doesn't seem the best. Most of the time I can't imagine an opponent needing to disengage with a squad unit rather than just killing it and getting safe passage. Maybe if the squad figure was more defensively based like the rats, but those are already top tier as is, let's not get carried away giving them more. This squad would consist of 3 units. Even puddles give a Water Lily its strength. Any creature of Feylund knows not to explore the forests after a rainfall. The almost invisible light yellow spores in the air could mean death if inhaled. Coming from these carnivorous plants as a way to trap their prey and make for a quick and easy meal.
Weed Eaters
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It seems that everyone of my Smash Up factions has a unit that just doesn't synergize with the rest. For the Killer Plants, that would be the Weed Eaters. I actually do really love their design though. Sacrificing two order markers to an unmoving unit could potentially pay off as afterwards you would have 2 units with 5 attack and 5 defense for 100 points. I do think it's a tough feat to do though. The smartest thing to do to ensure you have both of them alive when their budding is over is keep them in your start zone, but in the startzone they can't attack anything. The other strategy is to have them move up into combat, and once they're tied up in conflict with an opponents figure, you can keep them parked and attack, but then you risk losing them more easily with only 3 defense. That being said, once they do bud, they'll be monsters. Their other ability able to tie other units down, keeping them adjacent to these killer weeds. They also can be boosted by Dumutef, but that's just a little side bonus. The Weed Eater remains motionless, growing more and more heads as it waits for a helpless victim to walk past. When they do, a Weed Eater can quickly ensnare them into a web of vines and chow down on their afternoon snack.
Venus Man Trap
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The big Unique Hero of the faction, the Venus Man Trap boasts a high attack that can become the deadliest single unit attacker in the game. With a 15% chance to double every skull rolled, this could easily overcome even the highest defensive units, or quickly shred through units with high life. This unit can also bond with the Spiders, since it is a Predator. Something it will need as it has a slow movement. An amalgamation of teeth and leaves, the Venus Man Trap waits in the many forests of Feylund for it's prey, anything humanoid and tasty. Able to choke even the undead out of breath, anything unfortunate enough to come across this plant has not lived to tell the tale.
Steampunks
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Looking into the details, I'm pretty sure we've never had a physical description of a Mariedian, so why wouldn't I make my Steampunks hail from Alpha Prime. The Mariedian race is the one that created the Soulborgs, and I can totally image their civilization pre-borg invasion as a Steampunk planet. Mechanically wise, I wanted these units to be inventors, capable of making destructible objects and repairing them. I eventually scraped that idea and instead decided for Machine Markers that give the Steampunks their special abilities. Their machines can break and save their skin, but of course it will mean they don't have any special abilities. The Mechanics can fix machines though, so it makes sense to draft a few of them if you were to ever play with any Steampunk.
Captain Ahab
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Pilot of the finest Zeppelins on Alpha Prime, able to slip through the ship if it's ever invaded by pirates or hostile Soulborgs. The idea behind his ability is to transport units quickly from one hero to the next. The escape hatch idea is also a fun little bonus ability that gives his machine marker some more utility. "Come on!" the roaring shouts of the captain ring out across the ruins rattling with gunfire. "We are leaving!" The refugees rushing to his calls, Ahab is their only hope to escape their captors now. This isn't the first mission he's lead, and he refuses to make it his last. His Zeppelin, under heavy fire, hasn't seen much worse. The Zepplins obey their Warden's order as he screams out in anger. The last of the prisoners made it on board and without hesitation Captain Ahab lifts off into the sky, new refugees and members of the resistance safe after a risky rescue.
Steam Men
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These were the last units I created from the faction and they filled the gap of synergies. I didn't think I should give them machine markers since they are Soulborgs, so I decided to help them by bonding with Steam Queen Octavia (as well as giving Braxas and Sudema some more viability). Their Aggromotive ability allowing them to be powered up by the Steampunks that created them. Not all Soulborgs crave the destruction of the Mariedian race. Or, at least the Soulborgs born from the souls of fallen resistance fighters don't! They wish to protect their queen, knowing she is one of the last hopes for the Mariedian race.
Workshop Mechanics
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If a machine is broken, you'll need someone to fix it! Meet the Mechanic! Master of all technology the Steampunks have made. Able to repair all types of machines. This is by far the wordiest custom I've made so far. Despite that, I don't think their abilities are that hard to understand. Their own machine markers give them the ability to fly, and they can replenish machine markers on themselves, Captain Ahab, and Steam Queen Octavia. Flying through the sky, the Workshop Mechaincs job is important. They have to be fast, spotting broken equipment from a birds eye view, swooping down ready to repair. They aren't much of warriors themselves, but they can hold their own when all else seems bleak pinned in a corner.
Steam Queen Octavia
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Heavily inspired from Major Q10, her Rotary Slug Thrower (also known as a gattling gun) was going to be one of the destructible objects I made for the faction. I instead converted it to a special attack that only the queen herself could wield. It seems a bit strong for her point value, but the ability for it to break in order to keep Octavia alive I think balances it out a bit more. She still may be a bit under priced though. What are your thoughts? Confident, Octavia knows her talents and the abilities of her followers. Under her fierce gaze, no Borg can best her or her resistance. Quick to pull out her Rotary Slug Thrower first, ask questions second. No one can tell her what to do.
Something that's familiar to Heroscape already, an advanced species of apes that have crafted themselves machines of mass destruction. This is the first set of units my fiancé helped me create, and I do feel like you can tell based off my other customs in this project! It was a ton of fun to make these theoretical Army Cards with her. As for the units themselves, they have a little something from a ton of different already existing factions in Heroscape, but overall, were made to help the Primadons feel a bit more fleshed out as a faction.
Furious George
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Somewhat of a meme, but also a very fun unit to create. The Primadon hero Furious George is here to show your opponent true map oppression. If paired with the Venoc Warlord, his threat range is a massive 22 spaces, although with his Going Bananas ability he's much more dangerous in an 18 space range. Without the Venoc Warlord, he still has 14 spaces of movement and a ranged attack. This is what happens when you take a scout hero and put them on steroids in my opinion. Like the Venoc Vipers, however, his massive reach is held back by his low survivability. On the war torn swampy planet of Marr, the secret Primadon village needs to stay well hidden from the advancing Marro threat. Good thing Furious George patrols the jungle trees for Marro war parties. Able to travel miles in minutes, Furious George is quickly able to rally an oppressive force to push back any Marro that come a little too close for comfort.
Babooms
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One of my favorite names to come out a Smash Up unit, it was only appropriate to give the Babooms an explosive presence on the battlefield. Whether they're defending your friendly Primadons or leaping onto an opponents back and exploding, this common squad of 3 Primadons is able to add a lot to the viability of an all Primadon army. The dreaded Marro Drudge keep rising up from the swamp water all around. The small units of Primadons have no idea how many more foes lie below the murky water. Crowded and hiding behind their Babooms shields waiting for reinforcements they may never come. Their chances of survival seem slim, but there is one last hope. A Baboom steels its nerves, knowing one way to protect its unit. Leaping high over the shields and landing on the chest of a Marro Drudge, quickly subduing it and sinking below the waters. After a horrible second of waiting, the explosion erupts along with the corpses of seven Marro Drudge. An explosion devastating enough to daze and confuse the Marro who remain, giving the fellow Babooms and Gorillinators enough time to lay down suppressing fire, driving any Marro Drudge lucky enough to survive back into the water and away from the unit of Primadons.
Clyde 2.0
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The goal behind this unit was to make a "guy behind the chair." We figured the best way to do this was basically a copy of Kato's abilities, but center them around Vydar and Primadon's. I tried to format the Army Card like Kato's with the bullet points or at least indented spaces to help show off his power easier, but the card maker just was not having it. Maybe this one could have used a more personal touch in Photoshop, but since I'm just making cards for the fun of making cards, I guess this is fine for the moment. The helmet on Clyde's head that feeds him all the information he would need to move his troops to the most advantageous position was proving much more useful in it's second round of testing. Able to practically see every move on the battlefield and react with the best strategy, Clyde 2.0 demands respect from his troops and enemies alike.
Cyberback
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A true force to be reckoned with, Cyberback is meant to play one tank of a Hero. Capable of dealing a massive amount of damage to a single unit, or take a few hits of her own. Paired with Babooms to boost her defense or Clyde 2.0 who can give her turns whenever the situation calls for it, Cyberback would be one scary unit to see your opponent draft. Even as the moon cast its light across the land, the many trees and bushes around the jungle created plenty of shadows in the nighttime. Only one thing on Marr could pierce the darkest of shadows. The two red eyes of the Primadon's Alphallon Cyberback. A true monster who seemed impossible to take down. Her screeching and rage, running directly at any Marro no matter the size with only one goal in mind, exterminate.
Shapeshifters
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Hailing for Toril, and summoned by Valkrill, I wasn't too sure if I should make these lifeforms more sci-fi or fantasy based. I genuinely think they could go either way, and it would be reflected solely in the lore I write out for them. Given the wave they're in, it should be sci-fi, but I probably will lean more towards fantasy. Regardless, these shapeshifters are some of the most fun units I've created, and each only has one ability. I really learned to love how simple one ability could be on an Army Card thanks to the designs on these changelings. They excel at two things, either adapting to their opponent, or changing their cells to become familiar units in your own army. Please enjoy the Shapeshifters!
Copycats
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Their wording is a bit lengthy and could probably be redone to get the point across better, but the goal of their Cellular Connection is to turn your opponents common squad abilities against them. I love the idea of them being able to switch to seemingly any ability depending on the situation. This is a common squad of 4 figures. I love the idea of them being able to Cell Divide one moment to regain their numbers and then turn into knights with and gain a Cowards Reward the next. Although a ton of common squads have bonding, that may or may not be applicable based off how you draft your army. Also, there's plenty more that they can copy other than bonding such as Deadly Shot, Scatter, hell they can turn EMP Response into a weapon against the Repulsors. The possibilities really depend on how you play them. I believe they're one of the most versatile units in the entire game for a pretty low cost. Changelings all start off as Copycats. From a pretty young age, they are thrown into combat and situations that require them to use their shapeshifting abilities in trails by fire. Becoming those they face to gain the upper hand. The majority that survive become adept in combat and grow into Mimics. Few others are renowned for their excellence at shapeshifting, becoming G.E.L.F.s.
Mimics
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Probably my favorite unit I've ever made. So simple, I wish this common squad of three was added to the game for real. Or at least a common squad with this ability and stats. In the case of mimics, your opponents offense turns against them. When fighting Deathreavers, this is great news. However, when fighting Sgt. Drake, your opponent will dread seeing three attacks of 6 hit one of their highest damage dealing units. A true mixed bag that's simple to understand, hard to master. The majority of the shapeshifters forces, the dreaded Mimics command attention from their opponents. Using the shock and fear of morphing their bodies to resemble their opponents weapons as an advantage to strike true. Not many withstand their wits when facing a legion of Mimics.
G.E.L.F.
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This unique squad of two genetically engineered lifeforms has a very similar ability to the unique hero of the shapeshifters. That being the opportunity to essentially "respawn" a fallen squad figure in battle. Replacing themselves with a squad figure who is already destroyed can make them much more worth their point cost. Waiting in the backline to turn into Grok reinforcements ready to rush forward and ensure your foe can't just take out your hordes easily. Obviously, these units fill a specific role that I think a lot of players could find a valid use for while other players would write them off instead taking a 70 point squad that fits their army better. Few lucky Copycats find themselves in the genetically engineering chamber to further advance their capabilities. Even fewer G.E.L.F.s find themselves becoming full fledged Doppelgangers. Inviting fear to the opposing force as they transform their bodies right before their very eyes, becoming friendly units to help their cause more effectively.
Doppelganger
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The big boss of the shapeshifters, as mentioned earlier, they are basically the hero equivalent to a G.E.L.F. Although, their transformation is not guaranteed. While painfully average stat wise, the high 140 point value accounts for the fact that you have a 30% chance to respawn a friendly destroyed hero upon death. A second wind like that could be huge in a game and potentially an automatic win in some scenarios. That being said, it is also a huge risk to invest in. Overall, a solid unit choice to have in a lineup as diverse as Heroscape. Blasted down by bullets, the Doppelganger falls to its knees with a loud thud. The agents surrounding it. "What is this thing?" it hears one ask. "Doesn't matter, Vydar wants it dead and we'll bring back its corpse," another responds. The moment of questions among them was all the Doppelganger needed in order to gain enough strength to shift. Cracking a smile right before it transforms its body into the much smaller target of the ninja girl it saw a couple of days ago. The agents too shocked to react before they are sliced down by a Ninjutsu Barrage.
Super Spies
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These International Secret Intelligence agents (or the ISI) fight in a shadow war against the dreaded HAVOC (Henchman and Villains of Chaos) and are now bringing their skills to Valhalla. Recruited by, who else, Vydar to spread misinformation to help their side win the war. It was actually a little hard to make these, but not terribly so. Not much is kept secret in Heroscape other than the order markers, so it was hard to adapt some of these customs in, especially the squads. Regardless, me and my fiancé crafted another fun batch of theoretical customs that I'm sure can bring some new interesting powers to the table.
Anund Spies
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Starting off weak as I believe these are the worst of the batch. A common squad of 4 units, I didn't have too many ideas for them. Even their name is lacking. It was hard to fit espionage abilities on a common squad, and the other Agent squads from base scape are so much better. In the end, giving them a Tricky Army Defense Bonus felt right since there are so many Tricky figures in the game. Their bonding is also a bit uninspired, and probably not that useful since the only Agent Hero that could help them in return is Skahen. Note that bonding makes it so they can roll at most 1 attack die that turn. The goal of the ability was to make it seem like their cover was blown and they are calling in backup for a more advantageous situation. I feel good enough with these units, but I do think the other three from the Super Spies faction are much better! It's no secret what role these units play in Vydar's army. Given the nickname "The Anund Spies" by the other generals, it's clear to them why Vydar sent them over to help the cause. He wants an eye and ear on every major meeting of the Valkyrie, to know all of their secrets. These agents pretend to be soldiers willing to fight for Valhalla, but their real mission to report back to Vydar, and only Vydar.
ISI Operatives
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Ah, much more fresh than the last custom! This common squad of 3 is definitely unique, although most likely not too helpful. Their main ability makes it so that their roles are switched in terms of abilities. It might be a little hard to explain, but hopefully an example will help. Say Thorgrim is in your army, and your opponent has Finn. If an ISI Operative you control is standing next to Thorgrim, they are considered opposing units, and thus would not get his defense boost. However, if they are adjacent to Finn, they would be considered friendly to him and thus gain his attack boost. Very strange, I know, but I thought it was a fun and original way to incorporate typical spy undercover behavior. Additionally, they have Phantom Walk to add to that illusion. While I do think Covert would be a little problematic and need a lot of defining for what abilities it would work with/against, it's all for fun on this theoretical little custom squad! Willing for further discussion over it. The operatives spread out strategically. The head of HAVOC was at this party and they needed to know what he had planned. Disguising themselves as waiters, guests, and dancers alike, they were able to slowly creep closer and closer to the man in charge. All was going as planned until the boss saw the tiny earpiece in an Operatives ear. Fighting their way out seemed impossible, but hope was not lost as a new chance came to them. A sudden flash of white and the next thing they knew a large man with wings was standing before them, a new mission in mind.
HAVOC Mole
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A somewhat hard one to balance. Very good attacking stat for a unit with range, but only 2 Life made it hard to gauge what point value to give this Uncommon Hero. Again, going for an undercover theme for his abilities and I think they work well. Having a defense boost when adjacent to an opposing figure (or one of your own ISI Operatives ) as well as a way to "change the enemies plans" while you're in their secret lair and they don't suspect a thing. "All I need is one more minute, just one more minute!" the mole ISI sent into HAVOC's secret volcano base shouted. The missile launch was locked onto the top leaders of the world homes, and HAVOC henchmen were infiltrated worldwide to make sure no anti-defensive measures could take them down. The mole just needed another 46 seconds to change the missiles course, making them impact the middle of the Pacific ocean. But was he too late? The secret volcano base seemed to be erupting in applause and lava as the climax of their evil plan was about to commence. Thankfully, the Mole was as good as his reputation claimed.
Agent Lowhorn
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A somewhat of a sniper, in his own unique way. A lower point hero than we're used to for this custom project, but I think it's good to throw them in every once in a while. Able to stay out of a large threat range, but put pressure on any Special Attack user of the game. Your opponent will have to think twice before blasting away a squad with an AOE attack. They might just receive two wounds of their own for the trouble. He's also able to slip away when your opponent tries to rush him thanks to Phantom Walk. I'm actually quite fond of this unit. The name is Lowhorn, Secret Agent Clinton Lowhorn. ISI's top agent. Seemingly able to thwart evil doers actions with just a glance, although years of being in the field helps
Last edited by That_American_Idiot; December 13th, 2022 at 01:39 PM.
Agree with the TW's suggestion. Maybe make his teleport a little harder to trigger also?
When do you think his teleported should trigger? I picked 13 to make it slightly better than the Collectors Abduction. Should I make it the same as theirs?
Alright, the Alien units have been updated a little. The biggest difference being every Squad had it's range bumped up by 1 and the Supreme Overlord's Probe ability was reworked to happen once a round rather than once a game. His point value was increased slightly to make up for this.
That thought never even crossed my mind, but I like it. I was thinking of it as a really powerful ability like Atlanta’s Bolt of Witherwood, but I guess when you think about it, removing a single turn from an opponent is not the same as just destroying a figure. I think I will make it once per round, but an ability that activates if you reveal the X order marker on Supreme Leader’s Army Card. How will that effect his point value though?
I like what you're going for here, but there are a number of difficulties with Abduction in my opinion.
1. Is it 90 points for the whole card or just for the figure? I.e. can they use Abduction on an Omnicron Sniper?
2. Heroscape games don't always have starting zones (they are defined in scenario and tournament rules, not anywhere in the game rules) so what happens then? I'm not even sure what wording to suggest to solve this without changing the theme. Perhaps you can teleport to a space adjacent to a different pair of abductors?
3. Teleportation is not a defined term; you should probably just use "place."
As written I think they are probably pretty overpriced. 2 attack and 1 defense with only 5 range is not going to put out a lot of hurt or last very long, and they only get to roll for Abduction once a round.
I like what you're going for here, but there are a number of difficulties with Abduction in my opinion.
1. Is it 90 points for the whole card or just for the figure? I.e. can they use Abduction on an Omnicron Sniper?
2. Heroscape games don't always have starting zones (they are defined in scenario and tournament rules, not anywhere in the game rules) so what happens then? I'm not even sure what wording to suggest to solve this without changing the theme. Perhaps you can teleport to a space adjacent to a different pair of abductors?
3. Teleportation is not a defined term; you should probably just use "place."
As written I think they are probably pretty overpriced. 2 attack and 1 defense with only 5 range is not going to put out a lot of hurt or last very long, and they only get to roll for Abduction once a round.
Thank you for the feedback!
1. As for the Point value stipulation, I was intending whatever point value is printed on the card, thus you would not be able to use it on an Omnicron Sniper. However, this rule can be changed easily to only effecting small or medium figures.
2. This is an interesting point to bring up because it's never occurred to me. Every game I've played has had a starting zone. I never thought about it not being defined in the rules. The intention of this power is to send a figure back to the area of the board it started the game in. I agree, I'm not too sure of an alternate way to word this.
3. Thank you for this tip! That will make it more concise. I will change the wording in the next couple of days.
Ah okay. I don't want to fall into the trap of making ranged units too underpriced, but agree with you that they won't be doing much damage, and they will most likely not be able to take hits. Does 40 points sound better?
I would start playtesting at 35. If you're not going to playtest then 40 points is probably right. I would look at how the Roman Archers compare to these figures and then see how they are priced in the Delta point system and compare from there. The number of figures will also impact the price; if it is a 4-figure squad then 45 might be as low as you can go, and it might still be too low.
I would start playtesting at 35. If you're not going to playtest then 40 points is probably right. I would look at how the Roman Archers compare to these figures and then see how they are priced in the Delta point system and compare from there. The number of figures will also impact the price; if it is a 4-figure squad then 45 might be as low as you can go, and it might still be too low.
I might play test with them, but they’re more for theory. This, however, would be a 4-figure squad.