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Old October 21st, 2010, 08:52 PM
Wild_Imagination Wild_Imagination is offline
 
Join Date: January 23, 2008
Location: Colorado, US
Posts: 74
Wild_Imagination Woo who?
Cool Re: A Vydar Elemental for Kurrok to summon....

Well here are the D20 "attacks" ... some aren't exactly an attack, but still work against your opponent.

Heroscape D20 attacks
  1. {[Grimnak]} - "Chomp" affects any medium or small figures. Squads are destroyed, Heroes require a D20 roll of 16+.
  2. Ne-Gok-Sa - "Mind Shackle 20" affects only unique adjacent figures. Take control of opponents figure.
  3. {[Tor-Kul-Na]} - "Trample Stomp" affects any small or medium figures on a hex that TKN may end movement on. A roll of 6+ and the adjacent figure gains one wound. If the figure is destroyed TKN may continue movement.
  4. [Sonlen] - "Dragon Swoop" affects any figure within 4 clear sight spaces. A D20 roll of 15+ and figure receives one wound.
  5. Deepwyrm Drow - "Poison Weapons" affects on small, medium, or large figures that have received a wound due to normal attack or leaving engagement attack. A D20 roll of 12+ give one extra wound.
  6. {[Me-Burq-Sa]} - "Paralyzing Stare 16" affects only small or medium figures. A D20 roll of 16+ cannot use any defense dice this turn.
  7. [Deathwalker 7000] - "Self-Destruct" affects any adjacent figures. Roll D20 1-3/4-15/16-19/20 receive 0/2/4/8 wounds. DW7K is destroyed by attack.
  8. {[James Murphy]} - "Whip 12" affects only small or medium adjacent figures. A D20 roll of 12+ cannot roll defense dice this turn.
  9. [Deadeye Dan] - "Sharpshooter" affects any non-adjacent figure within 10 clear sight spaces. A D20 roll of 19+ destroys targeted figure.
  10. [Sudema] - "Stare of Stone" affects any figure within 4 clear sight spaces. A D20 roll of 17+ destroys figure.
  11. Morsbane - "Rod of Negation" affects any unique figure within 6 clear sight spaces. A D20 roll 16-19, negates figures special powers ... roll 20 destroys the figure.
  12. {[Nakita Agents]} - "Engagement Strike 15" affects opponent's small or medium figure that moves adjacent. A D20 roll of 15+ receives one wound.
  13. {[Retiarius]} - "Net Trip 14" affects opponent's figure attacked. A D20 roll of 14+ may only roll a maximum of 1 die for defense.
  14. Shades of Bleakewoode - "Soul Devour" affects any adjacent unique hero. A D20 roll of 19+, destroy shade and take control of that hero.
  15. Kee-Mo-Shi - "Mind Shackle 19" affects any unique adjacent figure. Take control of enemy army card.
  16. [Runa] - "Helm of Mitonsoul Aura" affects all figures within 3 clear sight spaces. A D20 roll of 20 destroys the figure.
  17. [Cyprien Esenwein] - "Chilling Touch" affects one adjacent figure. Roll D20 ... 1-12/13-15/16-17/18-19/20 deals 0/1/2/3/6 wounds. Doesn't affect soulborgs or destructible objects.
  18. {[Arkmer]} - "Engagement Strike 13" affects opponent's small or medium figure that moves adjacent. A D20 roll of 13+ receives one wound.
  19. [Dund] - "Crippling Gaze 15" affects any figure within 5 clear sight spaces. A D20 roll of 15+ removes all order markers from targeted figure's card(s).
  20. {[Braxas]} - "Poisonous Acid Breath" affects any 3 small or medium figure within 4 clear sight spaces. A D20 roll of 8+ destroys squad figures, and a roll of 17+ destroys heroes.
  21. {[Jotun]} - "Throw 14" affects any small or medium non-flying figure. A D20 roll of 14+ moves targeted figure to any empty hex within 4 spaces of Jotun. Roll a D20 for damage ... a roll of 11+ receives 2 wounds, unless the place figure is moved to is a water hex or above the level Jotun is on.
  22. Wo-Sa-Ga - "Coil Crush" affects any small, medium, or large figure attacked. If hit with 2 wounds, roll D20 ... 15+, destroy wounded figure.
  23. {[Fyorlag Spiders]} - "Entangling Web" affects one small or medium opponent's figure engaged by at least 3 spiders. A D20 roll of 16+ causes one order marker to be removed from targeted figure's card.
  24. [Atlaga the Warrior] - "Ullar's Bolt of the Witherwood" affects any opponent's figure within 5 clear sight spaces. A D20 roll of 16+ destroys the figure. Only possible one time.
  25. [Mogrimm Forgehammer] - "Commander's Strike" affects any opponent's figure within 5 clear spaces and engaged with one of your figures. A D20 roll of 15+ deals one wound.
  26. [Fire Elemental] - "Searing Intensity" affects any adjacent figure to at least one FE. A D20 roll of 14+ deals one wound.
  27. [Greater Ice Elemental] - "Ice Spikes 15" affects any opponent's figure that moves adjacent. A D20 roll of 15+ deals one wound.
  28. {[Shurrak]} - "Knockback 14" affects any opponent's small or medium figure that successfully defended against a normal or special attack by Shurrak. A D20 roll of 14+ knocks back defending figure to an empty hex 3 clear sight spaces. Non-flying figures take falling damage if applicable.
  29. {[Black Wyrmling]} - "Fledgling Acid Breath" affects one small or medium figure within 4 clear sight spaces. A D20 of 1-10/11-15/16-20 receives 0/1/2 wounds.
  30. Mind Flayer Mastermind - "Enslave 17" affects any one Unique Hero within 4 clear sight spaces. A D20 roll of 17+ allows you to take one turn with the affected figure immediately.
  31. Werewolf Lord - "Moon Frenzy" affects any opponent's unique hero that has been infected with lycanthropy. A D20 roll of 11+ allows a turn with the hybrid hero.
[If I missed any, please note them]
The D20 attacks that would affect a common hero would be -- I skipped the D20 attacks that would have already destroyed a 1 Life figure before taking affect:
1, 3, 4, 6, 7, 8, 9, 10, 12, 13, 16, 17, 18, 19, 20, 21, 23, 24, 25, 26, 27, 28, 29

The D20 attacks that would be blocked if size was seen as Huge:
1, 3, 6, 8, 12, 13, 18, 20, 21, 28, 29

==========================
So the updated stats would be:
Metal Elemental Wall (Vydar)
Elemental
Common Hero
Construct
Tricky
Medium 4

Life: 1
Movement: 5
Range: 2
Attack: 2
Defense: 3
Cost: 35

Abilities
Tough 1
When rolling defense dice add 1 automatic shield to what ever is rolled.

Wall Protection
All small, medium, and large figures that are adjacent to a Metal Elemental Wall gain 1 automatic shield for defense against ranged attacks for each Metal Elemental Wall that they are adjacent to. Maximum number of automatic shields for small and medium is 2 and for large the maximum is 1.

Mystical Metal
Metal Elemental Walls are x3 size Huge for movement and when it is targeted by any D20 power.

This way it encourages multiple walls and the requirement to have to be adjacent vulnerable to adjacent area attacks. They'll still protect quite a bit, but aren't over powered (I think). I'll have to play test this in a game and see.

I will redo the card once I get a chance. Do you think I should use a standard Vydar card or one with vines? My choice would be the one with vines.
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