I'm really proud of the designs I submitted to some of Soundwarp SG-1's Speed Custom contests (be sure you check them out) so I thought I would showcase them in my thread.
Each of my cards were made by danieloche. Let me say he did an awesome job!
Number of Entries: 9 Figure: Field Agent from Horrorclix Special Rules: None
My thoughts on the design process:
Spoiler Alert!
Quote:
Originally Posted by capsocrates
I considered an Uncommon Hero that could activate copies of itself (and other Soldier heroes) by attacking, but I decided to go with something simpler. Sighting seemed like a no-brainer to me with him looking down his scope that way, so I went with it even though I figured everyone else would too. Battle Rifle was born of my love of simple powers that lead to decision-making on the part of the player. He is possibly overpriced, possibly underpriced, but two attacks of 4 at Range 5 or one attack of 4 at Range 8 is nothing to sneeze at (ask Kaemon Awa).
Number of Entries: 7 Figure: Namrah and Skeletal Priest from World of Warcraft Special Rules: The contestants had to make a card for both figures, the cards had to be opposites of each other in some way.
My thoughts on the design process:
Spoiler Alert!
Quote:
Originally Posted by capsocrates
I had a lot of fun getting a little more outside the box to make those two. I pushed some boundaries with the "instead of moving, or instead of attacking" language but it seemed appropriate and I figure Sonlen set a precedent for high-flexibility with the Archmage class. I went with Range 3 to give them non-modifiable values to match the range of their powers, since Heroscape has never had a power that increased the range of anyone with a range less than 4. It gives them some flexibility, but doesn't really make them "ranged" characters like you would normally think of them.
It would be fun to give these characters flying--Lord Nyal, in particular, might actually approach Cyprien in usefulness if he could fly. But I ultimately decided to keep things simple and not overdo it.
I went for Half-Elf with Lady Layn because I wanted to avoid synergies--bringing back dead squad figures is powerful enough! I would have done the same with Lord Nyal (i.e. picked an uncommon species), but Undead was pretty unavoidable for him.
It bothers my OCD that he is Large and she is not, but there is no getting around the figures. It also slightly bothers me that there powers have to be worded so differently to have an "equal" effect like that, but there's no getting around that either.
Number of Entries: 5 Figure: Horned Hunter from Mage Knight Special Rules: The contestants had to inculde one power that was titled 'Call of ___'
My thoughts on the design process:
Spoiler Alert!
None shared yet.
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Yeenoghu's Hunters
Spoiler Alert!
Valkrill
figures under consideration
Gnoll Claw Fighter from the D&D Minis Night Below set - at least ~170+ available for $2-$5 Demonic Gnoll Priestess from the D&D Minis Blood War set - at least 42+ available for $3-$7 Gnoll from the D&D Minis Aberrations set - at least 67+ available for $2.25-$5.00
Gnolls
Unique Squad - 3 figures
Hunters
Relentless
Medium
1 life 6 move 1 range 3 attack 5 defense
100 points
EVADE DEATH
At the start of the game, place 3 black Hunter markers on this card. When a K'vir receives one or more wounds, you may remove 1 Hunter marker from this card to ignore all wounds.
HUNTER'S MARK
At the start of the round, if there is an order marker on this card, place a Hunter marker from this card on the card of an enemy Unique Hero. When the marked Hero is destroyed, return the Hunter marker to this card. When attacking a figure with a hunter marker on their card, a K'vir rolls 3 additional attack dice.
DISENGAGE
K'vir are never attacked when leaving an engagement.
Kevfalcon the Stormbreaker (formerly Joena)
Spoiler Alert!
Aquilla
Goliath
Unique Hero
Champion*
Fearless*
Medium 6 - here is the figure
*subject to change
7 life 5 move 1 range 3 attack 4 defense
185 points
DEADLY STRIKE
When attacking with Joena the Stormbreaker, all skulls rolled count for one additional hit.
WHIRLWIND ATTACK
Joena the Stormbreaker may attack any or all figures adjacent to him. Roll each attack separately. Joena the Stormbreaker may not use Deadly Strike when using Whirlwind Attack.
Deathwalker 6000 (temporary name, any ideas?)
Spoiler Alert!
A new mech I'm toying with. I'd like to buy the Mech box the C3V is looking at and use one of the ones they're not using. I know Sparks looks a little weird with "wound markers he has" but that's how Krug's Wounded Smash is written.
5 life 5 move 5 range 3 attack 5 defense
140 points
SPARKS
When Deathwalker 6000 attacks an adjacent figure, he adds one automatic skull for every two wound markers he has.
OVERLOAD SPECIAL ATTACK
Range 8. Attack 4.
After using Overload special attack, roll one attack die. If a skull is rolled, inflict one wound on Deathwalker 6000. If the target of Overload special attack was adjacent to Deathwalker 6000 when he made the attack, you may also inflict one wound on the target.
Zezz
Spoiler Alert!
Vydar
Xeph
Unique Hero
Assassin
Relentless
Medium 5 -- the figure is the Xeph Soulknife
3 life 7 move 1 range 3 attack 3 defense
60 points
SOULKNIFE SPECIAL ATTACK
Range 1. Attack 2. Figures defending against Soulknife Special Attack may roll a maximum of two defense dice. If Zezz inflicts a wound on an opponent's Unique Hero with Soulknife Special Attack, if that unique hero has one life left, Zezz inflicts one additional wound on that Unique Hero.
PHANTOM WALK
Zezz can move through all figures and is never attacked when leaving an engagement.
Al'lannon
Spoiler Alert!
Jandar
Human
Unique Hero
Warrior
Brave
Medium
5 life 5 move 1 range 2 attack 3 defense
140 points
WELLSPRING BLADE
Al'lanon may add one to his attack dice for each wellspring marker on this card. After the defending figure rolls defense dice, you may remove one wellspring marker from this card to add one automatic skull to the roll.
WELLSPRING ARMOR
You may add one to Al'lanon's defense for each wellspring marker on this card. After rolling defense dice, you may remove one wellspring marker to add one automatic shield to your roll.
WELLSPRING RECOVERY
Al'lanon starts the game with 2 gray wellspring markers on his army card. When revealing a numbered order marker on Al'lanon, if there are less than 2 wellspring markers on this card, you may also reveal the 'X' order marker to place one wellspring marker back on this card.
Ayrin
Spoiler Alert!
I'm thinking of an elf archer figure for Ayrin. I've looked at several, but haven't quite decided which is the right one.
Ullar
Elf
Unique Hero
Ranger
Valiant (?)
Medium 5
5 life 6 move 7 range 3 attack 3 defense
135 points
POINT BLANK SPECIAL ATTACK
Range 2. Attack 4.
If Ayrin inflicts at least one wound with Point Blank Special Attack, and the defending figure is not destroyed, the defending figure receives one additional wound.
CALL TO BATTLE
After taking a turn with Ayrin, if he inflicted at least one wound on that turn, you may move up to 2 Elf figures you control up to 3 spaces each.
Ari'cristle
Spoiler Alert!
Ullar
Elf
Unique Hero
Emissary
Diplomatic
Medium (5?)
5 life 6 move 1 range 2 attack 3 defense
60 points
ANCESTRAL RECONCILIATION
For the duration of the game, for the purpose of all special abilities and special attacks, all Drow figures you control are also considered Elf figures that follow Ullar and all Arachnomancer figures you control are also considered Wizards.
DIPLOMATIC GIFT
Any time you roll the 20-sided die for a Drow Army Card, you may add 1 to your die roll.
Fingulf
Spoiler Alert!
Einar
Tiefling
Unique Hero
Fighter
Disciplined
Medium 5
6 life 6 move 1 range 5 attack 3 defense
120 points
BLADE EXPERTISE SPECIAL ATTACK
Range 1. Attack 3. All figures roll one fewer defense die when defending against this attack. When Fingulf attacks with Blade Expertise Special Attack, he may attack one additional time.
DEFENSIVE EXPERTISE
When Fingulf rolls defense dice against a normal attack from an adjacent hero, the attacking hero rolls one fewer attack dice. Fingulf always adds one additional defense die when rolling defense dice against Squad figures.
Gareth the Scarlet Fury
Spoiler Alert!
Einar
Human
Unique Hero
Fighter
Resolute
Medium 5 5 life 5 move 1 range 4 attack 5 defense
140 points
Sure Strike
After an opponent's figure attacked by Gareth the Scarlet Fury rolls defense dice, if as many shields are rolled as the number of skulls rolled by Gareth the Scarlet Fury, you may add one unblockable skull to this attack.
Shield of Fortitude
After Scarlet Fury rolls defense dice, if there are excess shields, you may remove one wound marker from this army card.
Trellyn
Spoiler Alert!
Jandar
Elf
Unique Hero
Archmage
Valiant
Medium 5
4 life 5 move 6 range 3 attack 3 defense 90 points
Magic Shield
Once per turn, when Trellyn, or a small or medium unique hero you control within 4 clear sight spaces of Trellyn, would receive one or more wounds from a non-adjacent opponents' normal attack, you may roll the 20 sided die. If you roll a 16 or higher, the defending figure receives no wounds.
Frederick Wolfgang
Spoiler Alert!
Einar
Human
Unique Hero
Mercenary
Greedy
Medium 5
5 life 5 move 1 range 4 attack 3 defense
110 points
Greatsword Special Attack Range 1. Attack 4.
Choose a figure to attack. Any figures adjacent to both Frederick Wolfgang and the chosen figure are also affected by Greatsword Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately.
Motivated By Greed
After revealing an order marker on this card, if there is at least one treasure glyph on this card, you may add 1 to Frederick Wolfgang's move and attack values until the end of the round.
To the Highest Bidder
After taking a turn with Frederick Wolfgang, If there is not at least one treasure glyph on this army card, roll the 20-sided die once for each opponent's figure within 3 clear sight spaces of Frederick Wolfgang with at least one treasure glyph on its army card. Subtract 1 from your roll for each treasure glyph on their card, to a maximum of 3. If you roll a 1-2, remove any Order Markers on this Army Card, then give the card to the opponent controlling that army card. If you roll a 3 or higher, nothing happens.
League of Heroes
Spoiler Alert!
The idea that I'm most excited about is this common-hero pseudo squad. I've never seen anything like this done before (although I suspect the C3V's new Deathstrike thralls will have a similar synergy with the Preyblood's). I call them the "League of Champions." They offer a little help to Tandros and Brandis, but they seem to work best with each other.
League Captain
Spoiler Alert!
Jandar
Half-Elf
Uncommon Hero
Captain
Dauntless
4 life 5 move 1 range 4 attack 4 defense
90 points
LEAGUE COMMAND After revealing an order marker on this card and taking a turn with this League Captain, you may take a turn with up to three common fighter heroes you control.
ENCHANTED SWORD
Roll the 20-sided die. If you rolll a 1-15, nothing happens. If you roll a 16-20, add 1 die to League Captain's normal attack.
CAPTAIN'S GLORY
Each time this League Captain destroys an opponent's Unique Hero, you make take another turn with this League Captain.
Human Elite
Spoiler Alert!
Einar
Human
Common Hero
Fighter
Disciplined
Medium 5
1 life 5 move 1 range 3 attack 5 defense
30 points
LEAGUE OF HEROES
After revealing an order marker on this card and taking a turn with a Human Elite, you may take a turn with one Unique Fighter or Ranger hero or up to two Common Fighter heroes you control.
FOLLOWING SWING SPECIAL ATTACK
Range 1. Attack 3. Before attacking with Following Strike Special Attack, you may choose a figure that is also adjacent to the attacking Human Elite. If the defending figure receives any wounds from Following Strike Special attack, roll an attack die. If a skull is rolled, the chosen figure receives one wound.
Dwarf Elite
Spoiler Alert!
Aquilla
Dwarf
Common Hero
Fighter
Stoic
1 life 5 move 1 range 4 attack 4 defense
30 points
LEAGUE OF HEROES
After revealing an order marker on this card and taking a turn with a Dwarf Elite, you may take a turn with one Unique Fighter or Ranger hero you control or up to two Common Fighter heroes you control.
FEARLESS ADVANTAGE
A Dwarf Elite rolls an additional attack die when attacking or defending against large or huge figures.
CLIMB X2
When moving up or down levels of terrain, a Dwarf Elite may double his height.
Elf Elite
Spoiler Alert!
Ullar
Elf
Common Hero
Fighter
Precise
Medium 4
1 life 5 move 7 range 2 attack 2 defense
30 points
LEAGUE OF HEROES
After revealing an order marker on this card and taking a turn with an Elf Elite, you may take a turn with one Unique Fighter or Ranger hero you control or up to two Common Fighter heroes you control.
EVASIVE 2
When an Elf Elite rolls defense dice against an attacking figure who is not adjacent, add 2 defense dice to the defense roll.
COUNTER SNIPER
When attacking a non-adjacent figure whose range value is greater than 4, an Elf Champion always adds 2 attack dice.
Prototype Ideas for Additional "Elites" - last updated 6/28/12
Spoiler Alert!
Orc Elite
Spoiler Alert!
Valkrill
Orc
Common Hero
Fighter
Wild
1 life 5 move 1 range 5 attack 1 defense
30 points
CHARGING ASSAULT
Orc Elite may add 3 to his Move number as long as he is unengaged prior to moving. Orc Elite must be able to move adjacent to an opponent's figure in order to use Charging Assault.
DISENGAGE
Orc Elite is never attacked when leaving an engagement.
LEAGUE OF HEROES
After revealing an order marker on this card and taking a turn with a Orc Elite, you may take a turn with one Unique Fighter or Ranger hero or up to two Common Fighter heroes you control.
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This is basically a kamikaze fighter for the League. I have done now playtesting--this is just an idea, and I don't intend to include it in my initial SoV submission.
Gnome Elite
Spoiler Alert!
Jandar
Gnome
Common Hero
Fighter
1 life 5 move 1 range 1 attack 2 defense
35 points
DEADLY STRIKE
When attacking with Gnome Elite, all skulls rolled count for one additional hit.
SHIELDS OF VALOR
When defending with Gnome Elite, each shield rolled counts for one additional block.
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Again, just an idea I'm playing with. Heroscape has no gnomes yet, so I thought this might be cool. There are many other ways to go about this, of course. I don't intend to include any form of this fighter in my initial SoV submission.
Outcast - added 6/28/12
Spoiler Alert!
Aquilla
Hybrid
Uncommon Hero
Hunter
Relentless
Medium 4/5
3 life 7 move 1 range 4 attack 3 defense
60 points
THE HUNT 11
After revealing an order marker on this card, before taking a turn with this this Outcast, you may roll the 20-sided die. If you roll an 11 or higher you may take a turn with any hunter you control before taking a turn with this this Outcast.
FRENZY
After you take a turn this Outcast, roll the 20-sided die. If you roll a 16 or higher you may take another turn with this Outcast.
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These guys make an all-hunter / all-hybrid army a little more feasible.I have, at times, considered Poison Weapons as a third ability for this card, but I think if they need anything, they need something that's helpful vs. squads.
Mastermind - added 6/28/12
Spoiler Alert!
Vydar
Warforged
Unique Hero
Leader
Inspiring
5 life 5 move 1 range 2 attack 2 defense
120 points
MASTERMIND'S COMMAND
After revealing an order marker on Mastermind, instead of taking a turn with Mastermind, you may take a turn with one of the following that you control:
• 2 Warforged Heroes, or
• 1 Warforged Hero and/or 1 Warforged Squad
You may choose which card to activate first. Any figure in the above list that is taking a turn instead of Mastermind must be within clear sight of Mastermind before moving. After using Mastermind's Command, roll 1 attack die. If a skull is rolled, place 1 wound marker on this Army Card. You may not use Mastermind's Command to take a turn with Mastermind.
WARFORGED COMBAT LEADERSHIP
All Warforged you control except Mastermind recieve an additional attack die when attacking a figure adjacent to them.
WARFORGED RESOLVE
When rolling defense dice against a normal or special attack, Mastermind always adds 1 automatic shield to whatever is rolled.
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Mastermind gives the Warforged more of what they need to move into the A-/A range. Mastermind + 3xWarforged + Siege makes a tough 480 point bundle.
Tacticals
Spoiler Alert!
Einar
(Human?)
Common Squad
Fighters
Disciplined
1 life 5 move 1 range 3 attack 3 defense
70 points
MARTIAL HERO BONDING
Before taking a turn with Tacticals, you may first take a turn with any Fighter, Paladin, or Ranger Hero you control.
TACTICAL MOVEMENT
When taking a turn with this army card, you may attack with Tacticals that did not move this turn. You may never attack with more than 3 Tacticals in one turn.
TACTICAL ADVANTAGE
When attacking with a Tactical you control, the defending figure subtracts 1 from its defense dice for every two Tacticals you control that it is engaged with.
TACTICAL ASSISTANCE
When a friendly Paladin, Fighter, or Ranger hero attacks a figure that is engaged with at least two Tacticals you contol, the attacking hero may add 1 die to their attack.
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Tactical Movement was the inspiring power for this squad--the others came as I was writing it up. Tactical Advantage is very similar to the Goblins' mob ability, but its slightly easier to use. Tactical Assistance lets Tandros/Rhogar/La-Hire/Brandis get an extra attack die, which is nice. I'm considering an automatic skull, but that seems really strong and I want these guys to have a bread-and-butter feel; 80 points, tops.
Also, I'm trying to find a better name. Other potential classes for them are Warrior, Soldier, Tactical, and Elite.