Heroscapers
Go Back   Heroscapers > Custom HeroScape Creations > Custom Units & Army Cards
Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment


Reply
 
Thread Tools Search this Thread Display Modes
  #1  
Old May 19th, 2018, 12:19 PM
Heroscaper 101 Heroscaper 101 is offline
 
Join Date: January 24, 2018
Location: USA - CA - Clovis (Town)
Posts: 1,450
Heroscaper 101 rolls all skulls baby! Heroscaper 101 rolls all skulls baby! Heroscaper 101 rolls all skulls baby! Heroscaper 101 rolls all skulls baby! Heroscaper 101 rolls all skulls baby!
H101 customs. [Updated]

C3G Species

Alderacian Alligator Amphibian Amazon Android Angel Artificial Intelligence Artificial Human Arthrian Asgardian Astonian Atlantean Aurakle Azarathian Bang Baby Banyam Birjan Bizmollian Bgztillian Bolovaxian Braalian Brench-Seijin Caranerian Carggite Cat Centaurian Cheetah Clone Coluan Croatoan Cryomancer Cybertronian Cyborg Czarnian Dalek Dark Elf Daxamite Demogorgon Demon Deviant Dinosaur Dhampir Djinn Dog Doll Dolphin Duck Durlan Edenian Energy Enhancile Entity Eternal Eternian Etin Etheral Exxorian Fable Fairy Fish Fractal Frog Gallifreyan Gamma Mutate Gar Gargoyle Giganto Gorgon Graxan Grizzly Bear H'ilvenite Havanian Heliopolitan Homo Magi Horse Htraeian Humanoid Hyena Illusion Image Imp Immortal Incarnate Inhuman Insectivorid Jovian Junkion Kaiju Kami Korbinite Korugaran
Kree Kronan Krylan Kryptonian Kytinn Lartnecan Manifesation Majesdanian Martian Mephitisoid Mercurian Metahuman Metan Moloid Mogwai Mutant Mutate Namekian New God Newtype Oan Outworlder Olympian Ogatooan Pachyderm Parademon Plant Plant Elemental Pluvian Poppupian Psiot Pterosaur Quirkhuman Qwardian Rabbit Raccoon Rad-Mutant Rimborian Rodent Ryutan Saiyan Sakarran Saurid Saurion Shi'ar Simian Shadow Shark Shokan Skrull Spartoi Spineless One Starro Superhuman Symbiote Taaen Tamaranean Tarkatan Thanagarian Talokian Tiger Titanian Toa Traanian Trollan Turtle Unknown Unopan Vampiri Venusian Viltrumite Volkregian Vorn Warlock Warworlder Watcher Witchbreed Xandarian Xanshian Xem Xenomorph Yautja Zamaron Zarcolatt Zen-Woberi Zenn-Lavian Zuunian

HoSS Species

Chiss Droid Duros Ewok Falleen Gamorrean Gand Gungan Hutt Jawa Quarren Rancor Rhodian Sarlacc Trandoshan Tusken Twi'lek Vehicle Wampa Weapon Wookie Zabrak

C3V/SoV Species

Animata Boar Centaur Chimera Dragonspawn Durgeth Ettin Icarian Mariedian Minotaur Outsider Owlbear Phoenix Raptorian Serpentfolk Sidhe Tempovar Tuatark Tyrran Varja Wildwood Worm Xeno Xoderan

Classic Species

Arachnid Cyclops Dragon Dragonborn
Doggin Drow Dwarf Dzu-Teh Eladrin
Elemental Elementar Elf Fiantooth Firebolg Giant Goliath Goblin Golem Gryphillin Half-Elf Hobgoblin Human Hybrid Hydra Insect Kyrie Lizardfolk Lycanthrope Marro Mind Flayer Moltarn Nagrub Ogre Orc Primadon Sahuagin
Soulborg Troll Trolticor Undead Viper Warforged Wolf Wulsinu Wyvern

Last edited by Heroscaper 101; December 3rd, 2023 at 09:33 PM.
Reply With Quote
  #2  
Old May 19th, 2018, 08:06 PM
Heroscaper 101 Heroscaper 101 is offline
 
Join Date: January 24, 2018
Location: USA - CA - Clovis (Town)
Posts: 1,450
Heroscaper 101 rolls all skulls baby! Heroscaper 101 rolls all skulls baby! Heroscaper 101 rolls all skulls baby! Heroscaper 101 rolls all skulls baby! Heroscaper 101 rolls all skulls baby!
Re: H101 customs. [Updated]

C3G Class

Accountant Accuser Adjudicator Adventurer Antagonist Ascetic Assassin Avatar Avenger Barbarian Bruiser Butler Celebrity Centurion Challenger Charlatan Citizen Commander Commando Companion Conqueror Creature Crime Fighter Crime Lord Criminal Crusader Cultist Dark Judge Deity Decoy Defender Destroyer Dictator Director Disciple Empath Enforcer Engineer Entertainer Exile Experiment Familiar Genius Guardian Hell Lord Hellspawn Herald Hoarder Indrustrailist Insurgent Interloper Invader Inventor Investigator Journalist Judge Kingpin Legionnaire Loner Lover Magician Mastermind Matriarch Maverick Mercenary Micronaut Misfit Mystic Mystery Man Officer Operative Orphan Outcast Outlaw Parasite Pilot Pirate Poet Princess Protege Psychopath Ravager Rebel Recluse Refugee Reject Revenant Revolutionary Rookie Ruler Runaway Saint Savior Saboteur Seeker Sensei Scavenger Scientist Scourge Scrapper Sidekick Slasher Slayer Sorceress Spirit Spy Stalker Strategist Student Subterranean Telepath Terrorist Thief Thrall Time Master Titan Tormentor Toy Trickster Trooper Vagabond Vermin Vigilante Vindicator Visionary Wanderer Witch Wrestler Yakuza
HoSS Class

Administrator Admiral Astromech Bounty Hunter Captain Cavalry Chieftain Gambler General Glider Grand Admiral Grand Moff Gunner Jedi Knight Jedi Master Medic Officer Padawan Protocol Shaman Sith Lord Smuggler Speeder Tentacle Thug

C3V/SoV Class

Berserker Blade Dancer Chrono-Mage Count Courier Deathcommander Duke Executioner Horror Jonin Legend Maharaja Mechanic Monarch Ronin Runner Smith

Classic Class

Agent Alphallon Arachnomancer Archer Arch-Mage Ashigaru Battle Mage Beast Brute Champion Cleric Construct Cutter Daimyo Darklord Deathreaver Deathstalker Deathwalker Death Knights Devourer Divider Drone Duchess Emperor Fighter Frostrager Gladiator Guard Hewer Hive Hivelord Hunter Juggernaut King Knight Lady Lawman Leader Lord Major Marauder Minion Monk Mount Ninja Overlord Paladin Patriot Predator Prince Protector Psychic Pulverizer Queen Raider Ranger Repulsor Rogue Samurai Savage Scout Sentinel Shadow Assassin Sniper Soldier Sorcerer Stinger Tribesman Warden Warhulk Warlord Warmonger Warrior Warwitch Wizard Wyrmling Young

Last edited by Heroscaper 101; December 3rd, 2023 at 03:07 PM.
Reply With Quote
  #3  
Old May 19th, 2018, 10:22 PM
Heroscaper 101 Heroscaper 101 is offline
 
Join Date: January 24, 2018
Location: USA - CA - Clovis (Town)
Posts: 1,450
Heroscaper 101 rolls all skulls baby! Heroscaper 101 rolls all skulls baby! Heroscaper 101 rolls all skulls baby! Heroscaper 101 rolls all skulls baby! Heroscaper 101 rolls all skulls baby!
Re: H101 customs. [Updated]

C3G Personality

Absolutist Absurd Adaptable Aggressive
Ambitious Amorous Analytical Angry Annoying Apathetic Aristocratic Arrogant Awkward Belligerent Benevolent Bitter Boastful Brash Brave Brilliant Brooding Brutal Calculating Calm Cantankerous Cavalier Chaotic Charming Chill Clever Clueless Cocky Cold Colorful Compassionate Competitive Conflicted Confused Conniving Contemplative Controlling Cooperative Corrupt Covetus Creative Cruel Cunning Curious Cursed Cynical Daring Dashing Deadly Debonair Deceitful Deceptive Dedicated Defiant Degenerate Deliberate Delusional Depraved Desperate Destructive Determined Devious Devoted Diabolical Diplomatic Discontented Disgusting Docile Domineering Dramatic Dull Driven Eager Eccentric Efficient Egocentric Egomaniacal Egotistical Emotionless Empathetic Enigmatic Enlightened Enthusiastic Envious Evasive Fanatical Fearful Fervid Fierce Fiery Flamboyant Flirtatious Focused Forgiving Frantic Furious Greedy Grim Grounded Gruff Grumpy Guarded Guileless Gullible Hapless Hateful Haughty Heartless
Hedonistic Honorable Hopeful Hynotized
Indignant Infernal Ingenious Innocent
Innovative Inquisitive Insane Insatible Insecure Inspired Intimidating Intrepid Intuitive Immature Impulsive Irritable Jaded Jocular Jolly Lazy Kool Macabre Malevolent Malicious Manipulated Manipulative Mercurial Methodical Mild-Mannered Mischievous Misguided Moody Morbid Naive Nihilist Noble Nurturing Obnoxious Observant Obsessive Opportunistic Overconfident Pacifistic Passionate Patriotic Playful Plucky Perceptive Pessimistic Petulant Pragmetic Predatory Professional Protective Proud Quirky Ravenous
Reclusive Reformed Reluctant Remorseful Repentant Repressed Resentful Reserved Resigned Resourceful Righteous Ruthless Sadistic Sanguinary Sarcastic Savage Seductive Self-Centered Self-Doubting Self-Righteous Self-Serving Selfless Sensitive Silly Sinister Sly Snarky Spoiled Spunky Stalwart Stubborn Subservient Supportive Taciturn Tenacious Treacherous Troubled Tyrannical Uncompromising Undisciplined Unfortunate Unstable Unyielding Uplifting Vengeful Vicious Vigilant Vindictive Violent Volatile Voluminous Vulnerable Warlord Wise Withdrawn Xenophobic

HoSS Personality

Adventurous Demanding Dutiful Imposing Persuasive Semi-Sentient Serene Simple Steady Superstitious Timid Unreliable Useful Weak Minded Willful

C3V/SoV Personality

Divided Dominating Enraged Inscrutable

Classic Personality

Bold Confident Dauntless Devout Disciplined Fearless Fearsome Ferocious Inspiring Loyal Menacing Merciful Merciless Militaristic Mindless Precise Rebellious Reckless Relentless Resolute Skittish Stoic Terrifying Tormented Tormenting Tricky Valiant Wild

Last edited by Heroscaper 101; December 3rd, 2023 at 03:06 PM.
Reply With Quote
  #4  
Old May 19th, 2018, 11:27 PM
Heroscaper 101 Heroscaper 101 is offline
 
Join Date: January 24, 2018
Location: USA - CA - Clovis (Town)
Posts: 1,450
Heroscaper 101 rolls all skulls baby! Heroscaper 101 rolls all skulls baby! Heroscaper 101 rolls all skulls baby! Heroscaper 101 rolls all skulls baby! Heroscaper 101 rolls all skulls baby!
Re: H101 customs. [Updated]

Bonding/Turns Power -
Spoiler Alert!


Defensive Power -
Spoiler Alert!


Enhancements/Auras Power -
Spoiler Alert!


Miscellaneous Power -
Spoiler Alert!


Movement Power -
Spoiler Alert!


Special Attack Power

Terrain Power -
Spoiler Alert!


Utility Power -
Spoiler Alert!

Last edited by Heroscaper 101; December 12th, 2023 at 12:40 PM.
Reply With Quote
  #5  
Old May 20th, 2018, 12:15 AM
Heroscaper 101 Heroscaper 101 is offline
 
Join Date: January 24, 2018
Location: USA - CA - Clovis (Town)
Posts: 1,450
Heroscaper 101 rolls all skulls baby! Heroscaper 101 rolls all skulls baby! Heroscaper 101 rolls all skulls baby! Heroscaper 101 rolls all skulls baby! Heroscaper 101 rolls all skulls baby!
Cool Re: H101 customs. [Updated]

Tier 1 Class
1. Kelpie Rider - Mounted infantry
2. Skirminisher- Mighty warriors of unparalleled strength
3. Outrider - Mounted bow user
4. Drifter - Axe based fighter
5. Evangelist - Healer with spirit magic
6. Mage - Magic users that wield elemental magic
7. Bow Seer - Master of the bow
8. Reaper - Nimble burglar deadly with their weapon of choice
9. Hater - Healer with shadow magic
10. Warmage - Knight that wields both healing & elemental magic with their weapon of choice
11. Baselard - Sword fighter skilled with a blade
12. Lancer - Spear fighter skilled with lances
13. Poisonmancer - Nimble burglar that coats their weapon in poison
14. Outlander - Ninja assassins
15. Pugilist - Master fist fighter
Sub-Class
16. Fighter - 17 powers
17. Knight - 17 powers
18. Rogue - 17 powers
19. Ranger - 17 powers
20. Mage - 17 powers
21. Monk - 17 powers
22. Ninja - 17 powers
23. Agent - 17 powers
24. Archer - 17 powers
25. Assassin - 17 powers
26. Warlord - 17 powers
27. Warrior - 17 powers
28. Wizard - 17 powers
29. Pugilist - 17 powers
30. Monstrosity - 17 powers

Last edited by Heroscaper 101; May 7th, 2024 at 12:22 AM.
Reply With Quote
  #6  
Old May 21st, 2018, 01:44 PM
Heroscaper 101 Heroscaper 101 is offline
 
Join Date: January 24, 2018
Location: USA - CA - Clovis (Town)
Posts: 1,450
Heroscaper 101 rolls all skulls baby! Heroscaper 101 rolls all skulls baby! Heroscaper 101 rolls all skulls baby! Heroscaper 101 rolls all skulls baby! Heroscaper 101 rolls all skulls baby!
Cool Re: H101 customs. [Updated]

Abilities by Species

Power
Bonding/Turns
Dwarven Strategic Bonding
Before taking a turn with The Axegrinders of Burning Forge, you may first take a turn with any Dwarf Hero you control. If you do not take a turn with any Dwarf Hero you control, add 2 to the Axegrinders' Move value.
You Got this, Boss!
After taking a turn with the Goblin Slashers, if no Goblin Slashers you control are engaged, you may take a turn with a Goblin Hero you control.
Mob Swarm
After revealing an Order Marker on this Army Card and before taking a turn with Urk, you may move up to 8 Common Goblin figures you control up to 2 spaces each. Figures moved by Mob Swarm never take any leaving engagement attacks.
Master of the Elements
After revealing an Order Marker on Kurrok the Elementalist, instead of taking a turn with Kurrok, you may take a turn with three small or medium elementals you control that are within 8 clear sight spaces of Kurrok the Elementalist.
Wild Strategic Bonding
Before taking a turn with the Dreadgul Raiders, you may first take a turn with any wild Human or Giant Hero you control. If you do not take a turn with any Human or Giant Hero you control, add 1 to the Attack value of this card.
Human Champion Bonding
Before taking a turn with the Knights of Weston, you may first take a turn with any Human Champion you control. If you do not take a turn with any Human or Giant Hero you control, add 1 to the Attack value of this card.
Divine Mission
After revealing an order marker on Van Nessing's Army Card, after taking Van Nessing's turn, you may reveal an "X" order marker that is on Van Nessing's Army Card and take another turn with Van Nessing. During this additional turn, Van Nessing adds 2 to his normal attack against Undead figures.
Insect Strategic Bonding
Before taking a turn with Amberhive Protectors, you may first take a turn with any Insect Hero you control. If you do not take a turn with any Insect Hero you control, you may move and attack with up to 6 Amberhive Protectors you control.
Utgar's Orders
Instead of taking a turn with the Minions of Utgar, you may take a turn with any Kyrie Warrior you control who follows Utgar.
Lizardfolk War Cry
After revealing an Order Marker on Maekor and taking a turn with Maekor, if Maekor is engaged, you may immediately take a turn with one other Unique Lizardfolk Hero you control.
Lizard King Bonding
Before taking a turn with the Greenscale Warriors, you may first take a turn with their chosen Lizard King if it is under your control.
Moon Frenzy
After revealing an Order Marker on this Werewolf Lord, before taking this Werewolf Lord's turn, roll the 20-sided die. If you roll an 11 or higher, you may first take a turn with any Hybrid Hero in play. If you take a turn with an opponent's Hybrid Hero, you control that Hero for the duration of its turn. At the end of its turn, control of the Hybrid Hero return to its previous owner. All order markers that were on the figure's Army Card will stay on the Army Card.
Marro Warlord Bonding
Before taking a turn with Grok Riders, you may first take a turn with any Marro Warlord you control.
Hive Swarm
Before moving Marro Drones, roll the 20-sided die. If you roll a 1-12, you may move and attack with 3 Marro Drones you control. If you roll a 13-16, you may move and attack with 6 Marro Drones you control. If you roll a 17-20, you may move and attack with 9 Marro Drones you control.
Hive Mind
After revealing an order marker on this Army Card, you may take a turn with any small or medium common Marro Squad figure you control before taking a turn with the Marro Hive. Any figure that is taking a turn must be within 12 clear sight spaces of Marro Hive prior to its movement.
Hivelord Life Bonding
Before taking a turn with Marrden Nagrubs, you may first take a turn with any Hivelord you control. Before moving the chosen Hivelord, you may destroy one adjacent Marrden Nagrub you control. If you destroy a Marrden Nagrub with Hivelord Life Bonding, remove 1 wound marker from the chosen Hivelord's Army Card.
Orc Champion Bonding
Before taking a turn with Heavy Gruts, you may first take a turn with any Orc Champion you control.
Incantation of Boiling Blood
Before moving normally with a Common Orc Squad you control, you may choose a figure in that Squad within 4 clear sight spaces of Kuthnak. For the rest of the turn, the chosen figure adds 3 to its Move and 1 to its Attack, and may attack any or all figures adjacent to it this turn with its normal attack. Roll each attack separately. After that turn, destroy the chosen figure.
Primadon Strategic Bonding
Before taking a turn with the Gorillitroopers, you may first take a turn with any Primadon Hero you control. That Primadon Hero may only attack during its turn. If you take a turn with any Primadon Hero you control, the Gorillitroopers cannot use their Autocannons special power this turn.
Heavy Support Command Beacon
When revealing an order marker on Deathcommander Mark 3's card, after taking his turn, if Deathcommander Mark 3 is engaged, you may immediately take a turn with another Unique or Large Soulborg Hero or Squad you control that follows Utgar.
Melee Soulborg Bonding
After revealing an Order Marker on a Hoplitron Army Card, before taking that Hoplitron’s turn, you may take a turn with one other Soulborg Hero you control with a Range of 1.
Omnicron Mobilization
Instead of moving with Omegacron, you may move up to 3 other Soulborg figures you control who follow Jandar up to 5 spaces each.
Utgar Soulborg Bonding
Before taking a turn with Zettian Infantry, you may take a turn with any Soulborg Hero you control who follows Utgar.
Horde Shriek
After revealing an order marker and before taking a turn with this Zombie Hulk, if this Zombie Hulk is not engaged, you may first take a turn with another Undead Savage Hero or Squad that you control.
Trunk of the Awakened Forest
After taking a turn with the Wildwood Monarch, you may take a turn with a small or medium Wildwood Hero you control.
Branch of the Awakened Forest
After taking a turn with this Wildwood Sentinel, you may take a turn with a small Wildwood Hero you control.
Wolf Pack
After revealing an Order Marker on the Varkaanan Darkclaws' card, before taking that turn with the Darkclaws, you may choose one other Unique Wolf Army Card you control and take a turn with it. You may not attack with more figures from the chosen Army Card than the number of destroyed Varkaanan Darkclaws on this card.




Defensive
Strength of Oak Aura 1
All friendly Elves adjacent to Kyntela Gwyn add 1 to their defense dice.
Gift of the Empress Aura
When you roll defense dice for any Kyrie you control that follows Einar and is within 5 clear sight spaces of Empress Kiova, you may re-roll all defense dice that did not show shields. Gift of the Empress Aura can be used only once for each defense roll. Empress Kiova's Gift of the Empress Aura does not affect Empress Kiova.
Lumbering Bully
When attacking with this Ogre Pulverizer, all excess shield rolled by the defending figure count as unblockable hits by the defending figure on this Ogre Pulverizer.
Orc Defensive Aura
All orc figures you control within 4 clear sight spaces of Nerak add 1 to their defense dice. Nerak's Orc Defensive Aura does affect Nerak.
Nature's Protection
When an Eilan Sidhe rolls defense dice while adjacent to a tree or bush, one shield will block all damage.
Range Enhancement
Any Soulborg Guards adjacent to Deathwalker 9000 add 2 spaces to their range.



Enhancements/Auras
Demon Leadership
All Demons you control, except Morgoloth, move one additional space.
Goblin Melee Attack Enhancement
All friendly Goblin figures adjacent to this Bugbear Basher roll an additional attack die when attacking an adjacent figure.
Goblin Sneak Attack
When attacking an opponent's figure, add 1 attack die for every Common Goblin figure you control that is adjacent to the defending figure, to a maximum of 3 additional dice.
Highland Fury
At the start of the game, choose a Human Champion you control. While that champion is in play, Macdirk Warriors roll an additional attack die for each wound marker on the chosen hero. There can be only one Human Champion for all the Macdirk Warriors you control. Macdirk Warriors cannot attack their chosen Human Champion.
Kyrie Leadership
All Kyrie you control, except Atlaga, move one additional space.
Loyalty to the Lizard King
At the start of the game, choose a Unique Lizardfolk hero, or a Unique large or huge you control, to be the Greenscale Warriors' Lizard King. A Greenscale Warrior rolls 1 additional attack and defense die when its chosen Lizard King is within 2 clear sight spaces. You can choose only one Lizard King for all the Greenscale Warriors you control.
Mariedian Move Enhancement
All friendly Mariedians who start their turn adjacent to Soontir Van may move 2 additional spaces when moving normally.
Mark of the Warlord
When attacking a figure that is adjacent to any Marro Warlord you control, Grok Riders add 2 to their attack dice.
Enslave Enhancement
Add 1 to your die roll when you roll for the Enslave power on any Army Card.
Orc Warrior Enhancement
All friendly Orc Warriors adjacent to Grimnak roll an additional attack die and additional defense die.
Orc Archer Enhancement
All friendly Orc Archers adjacent to a Swog Rider receive an additional attack die and an additional defense die.



Miscellaneous
Elven Supremacy
Any time you roll the 20-sided die for an Elf Army Card, you may add 1 to your die roll.
Dwarven Gunners
Instead of attacking with a Dwarf Squad figure you control that is unengaged and adjacent to Mok, you may remove that figure from the battlefield and place it on this card. There can be a maximum of two Dwarf figures on this card.
Summon Elemental
After moving and before attacking with Kurrok the Elementalist, you may roll the 20-sided die. If you roll an 11 or higher, you may, if possible, place one of your previously destroyed small or medium Elementals on a empty space within 3 spaces of Kurrok the Elementalist.
Frenzied Swarm 14
After a Common Insect you control attacks a figure within 4 spaces of Mellifera with a normal or special attack, roll the 20-sided die. If you roll a 14 or higher, that Common Insect may attack again with a normal or special attack.
Kyrie Supremacy
Any time you roll the 20-sided die for a Kyrie army card, you may add 1 to your roll.
Lycanthropy
This Werewolf Lord starts with 3 green Lycanthropy markers on its Army Card. If an opponent's Unique Hero receives at least 1 wound from this Werewolf Lord, you may place a Lycanthropy marker on that figure's Army Card. For the duration of the game, that figure loses its Species, Class and Personality. Instead, it has the following characteristics.

  • Species: Hybrid
  • Class: Hunter
  • Personality: Tormented
Lycanthropy never affects Constructs, Lycanthropes, Soulborgs or Destructible Objects.
Hive Supremacy
Any time you roll the 20-sided die for a Marro or Wulsinu Army Card, you may add 1 to your roll.
Mine!
When you roll the 20-sided die for a treasure glyph trap with this Ogre Warhulk, you must subtract 4 from your die roll.
Regenerate
After a turn with this Feral Troll, remove 1 wound marker from the Feral Troll's Army Card.
Cold Regenerate
After a turn with this Ice Troll Berserker, remove 1 wound marker from the Ice Troll Berserker's Army Card. If it is on a snow or ice space, remove 1 additionall wound marker.

Movement
Elven Summoning Spell
After moving & before attacking, you may roll the 20-sided die. Add the number of Elves you control adjacent to Emirroon to your die roll.
  • If you roll a 1-4, nothing happens.
  • If you roll a 5-11, you may place 1 Elf you control adjacent to Emirroon.
  • If you roll a 12-17, you may place 2 Elves you control adjacent to Emirroon.
  • If you roll a 18-20, you may place 3 Elves you control adjacent to Emirroon.
If the summoned elves are engaged, they will not take any leaving engagement attacks. Emirroon cannot summon an elf he is already adjacent to.
A Brother's Call
Sir Orrick may add 1 to his Move number for each engaged Human you control who follows Jandar other than Sir Orrick, up to a maximum of +3 for A Brother's Call.
Guerilla Tactics
After taking a turn with the M-43 Resistance Fighters, for each M-43 Resistance Fighter you control that attacked an opponent's figure this turn, you may move any Mariedian figure you control that did not attack this turn up to 3 spaces. A Mariedian figure may only be moved by Guerrilla Tactics once per turn.
Swamp Water Tunnel
If a Marro Drudge end its normal movement on a swamp water space, you may immediately place it on any same-level swamp water space within 5 spaces. If a Marro Drudge is engaged when it starts to tunnel, it will take any leaving engagement attacks.
Cling
If a Marro Gnid inflicts one or more wounds on an opponent’s Unique Hero, you may place that Marro Gnid on the affected figure’s card. Subtract 1 from that Hero's Move and Defense values for each Marro Gnid on the figure's card. A maximum of 3 Marro Gnids can be placed on any Hero's card.
Teleport Reinforcements
When Tul-Bak-Ra receives one or more wounds from a opponent's Normal or Special Attack but is not destroyed, you may choose one friendly Marro Squad for every wound Tul-Bak-Ra received. Place the chosen figure(s) on any empty space(s) adjacent to Tul-Bak-Ra. If the teleported figure(s) are engaged, they will not take leaving engagement attacks.
Orc Movement Aura
If an Orc figure you control begins its turn within 2 clear sight spaces of Hrognak, it may move 1 additional space. Hrognak's Orc Movement Aura does not affect Hrognak.
Through the Green
Before taking a turn with the Eilan Sidhe, all Eilan Sidhe you control adjacent to a tree or bush may use Through the Green. To use Through the Green, place the Eilan Sidhe on any unoccupied space adjacent to any tree or bush within 4 clear sight spaces of that Eilan Sidhe. If an Eilan Sidhe is engaged when it uses Through the Green, it will not take any leaving engagement attacks.
Ice Troll Charge
After moving and before attacking with this Ice Troll Berserker, roll the 20-sided die. If this Ice Troll Berserker is on a snow or ice space, add 3 to your die roll. If you roll a 13 or higher, you may move this Ice Troll Berserker again.
Necrotizing Wormhole
Before moving, you may choose a small or medium figure you control within 5 spaces of Ataraxis. Switch Ataraxis and the chosen figure. If the chosen figure is not Undead, it receives 1 wound. Figures moved by Necrotizing Wormhole never take any leaving engagement attacks.
Tactical Switch
When a Warforged Soldier you control attacks an small or medium figure, before rolling attack dice, you may switch that Warforged Soldier with the defending figure. After switching spaces, the Warforged Soldier must continue that attack, if possible, and cannot attack any other figure that turn. Figures moved by Tactical Switch never take leaving engagement attacks. An opponent's figure can be moved by Tactical Switch only once per turn.
Talon Grab
While this Wyvern is flying, you may choose one opponent's small or medium figure that it passed this turn. Place the chosen figure on an empty same-level adjacent to this Wyvern at the end of its turn. If the chosen figure is engaged when moved by Talon Grab, it will not take any leaving engagement attacks. Figures under overhangs can never be moved by Talon Grab.

Special Attack

Gunner Special Attack
Range 5. Attack 3.
After attacking normally, Mok may attack with Gunner Special attack once for each Dwarf figure on this card. While engaged, Mok may target and attack non-adjacent figures with Gunner Special Attack. Mok cannot attack the same figure twice with Gunner Special Attack.
Turn Undead Special Attack
Range 4. Attack 4.
Turn Undead Special Attack can be used to attack only Undead figures.
Silver Bolts Special Attack
Range 5. Attack 3.
When a Lycanthrope or Hybrid figure receives one or more wounds from Silver Bolts Special Attack, that figure receives one additional wound.
Psionic Blast Special Attack
Range 3. Attack 3.
This Mind Flayer Mastermind does not need clear sight to attack with Psionic Blast Special Attack. If a figure receives 1 or more wounds from Psionic Blast Special Attack, remove one order marker at random from that figures Army Card (or cards if your opponent has more than one Common card for that figure).







Terrain
Swamp Water Strength
When a Marro Drudge is on a swamp water space, add 1 to its attack and defense.












Utility
Leaf of the Home Tree Aura
When any Elf you control within 8 clear sight spaces of Acolarh receives enough wounds to be destroyed, you may roll 10 Ullar Valkyrie dice before removing the figure. If you roll at least 3 Ullar symbols, ignore any wounds that figure just received. Acolarh’s Leaf of the Home Tree Aura does not affect Acolarh.
Gunner Casualties
If there is at least one Dwarf figure on Mok's card when Mok receives one or more wounds from an attack by a non-adjacent figure, you must roll the 20-sided die. If you roll a 15 or higher, remove one Dwarf figure from Mok's card and ignore any wounds.
Expendable Rabble
If this Bugbear Basher is attacked with a normal attack by an opponent's figure and receives 1 or more wounds, you may destroy a small Goblin figure you control that is adjacent to this Bugbear Basher to ignore any wounds this Bugbear Basher just received.
Giant Killer
When Sir Denrick attacks a huge figures, add 2 attack dice.
Feral Swipe
If Seleena is attacking an adjacent figure, add 1 die to Seleena's attack. If that figure is a Hybrid, add one additional die to Seleena's attack.
Dragonkind Enmity
A Nhah Scirh Cultist rolls an additional attack die when attacking a Dragon.
Mechanical Components
Marro Hive cannot rebirth Havech Eradicators with its Marro Rebirth special power..
Grok Training
Marro Hive cannot rebirth Grok Riders with its Marro Rebirth special power.
Cell Divide
When a Marro Divider you control receives one or more wounds from a Normal or Special Attack, you may roll the 20-sided die before removing that figure. If you roll a 17 or higher, ignore any wounds that figure just received and, if possible, place one previously destroyed Marro Dividers on a same-level adjacent to the defending Marro Divider.
Self-Replicating
Marro Hive cannot rebirth Marro Dividers with its Marro Rebirth special power.
Marro Rebirth
After taking a turn with Marro Hive, you may roll the 20-sided die. If you roll a 13 or higher, you may place any previously destroyed Common Marro Squad from your army on an empty space adjacent to Marro Hive.
Stinger Drain
After moving and before attacking, you may roll the 20-sided die. If you roll a 1-4, you must destroy a Marro Stinger you control and you cannot attack this turn. If you roll a 5-9, add 0 to the attack value of this card. If you roll a 10 or higher, add 1 to the attack value of this card.
Water Clone
Instead of attacking all of the Marro Warriors, one at a time, you may roll the 20-sided die for each Marro Warrior in play. If you roll a 15 or higher, you may place a previously destroyed Marro Warrior on a same-level space adjacent to that Marro Warrior. Any Marro Warrior on a water space needs a 10 or higher to Water Clone. You may Water Clone after you move.
Enslave 17
When revealing an order marker on this Mind Flayer Mastermind, after taking this Mind Flayer Mastermind's turn, you may choose any Unique Hero figure within 4 clear sight spaces of this Mind Flayer Mastermind. Roll the 20-sided die. If you roll a 17 or higher, take temporary control of the chosen Hero and immediately take a turn with that Hero. At the end of that turn, control of that Hero returns to its previous owner. All order markers that were on a figure's Army Card will stay on the Army Card. Enslave does not Mind Flayers.
Flail Hurricane
After moving and before attacking with this Ogre Warhulk, you must roll the 20-sided die. If you roll a 1-10, it may attack normally. If you roll an 11 or higher, instead of attacking normally, it must attack every figure adjacent to it, if possible. Roll each attack separately.
Orc Battle Cry Aura
When attacking with any Orc Warrior figure you control within 2 clear sight spaces of Ornak, you may roll Utgar Valkyrie dice. Each Utgar symbol rolled counts as an additional skull.
Blood Frenzy
When attacking with a Sahuagin Raider, it receives 1 extra attack die for each wound marker on the defending figure's Army Card to a maximum of 3 attack dice for Blood Frenzy.
Amphibious
While a Sahuagin Raider is on a water space, add 2 to its Defense. If a Sahuagin Raider starts its turn on a water space, add 1 to its Movement for that turn. A Sahuagin Raider does not have to stop its movement when entering a water space.
Horde Attack
You may attack with any 2 Eilan Sidhe you control, even Eilan Sidhe that did not move this turn.
Homing Device
When attacking a non-adjacent figure, add 1 attack die for every Soulborg you control who follows Vydar that is adjacent to the defending figure.
Marked for Destruction
When a Soulborg figure that you control who follows Utgar attacks a figure engaged with Deathcommander Mark 3 with a normal attack, before defense dice are rolled, you may re-roll one attack die that did not show a skull. Marked for Destruction can only be used once for each attack. Marked for Destruction does not affect Deathcommander Mark 3.
Remote Detonation
Instead of attacking, you may choose Executioner 616 or another Soulborg you control within 4 clear sight spaces of Executioner 616. Roll the 20-sided die. Add 3 to your die roll if the chosen figure is medium, 7 to your die roll if the chosen figure is large, and 10 to your die roll if the chosen figure is huge. If you roll 1-12, nothing happens. If you roll 13-19, all figures adjacent to the chosen figure receive one wound. If you roll a 20 or higher, all figures adjacent to the chosen figure receive 3 wounds. After using Remote Detonation, destroy the chosen figure.
Directed Fire
Instead of attacking with Omegacron this turn, you may choose up to 3 unengaged Soulborg Squad figures you control who follow Jandar. Take a single turn with the chosen figures, during which the chosen figures may only attack. Omegacron must also have line of sight to any figure attacked using Directed Fire.
Circuity Overload
After moving and before attacking, you must roll the 20-sided die for each Soulborg figure adjacent to any Omnicron Repulsor you control. If the figure is a Squad figure and you roll a 13 or higher, destroy that figure. If the figure is a Hero figure and you roll a 16 or higher, that figure receives a wound. Omnicron Repulsors are not affected by Circuity Overload.
Targeting Beacon
When attacking a non-adjacent figure, all Soulborg you control who follows Jandar add 1 attack die. If at least one Omnicron Repulsor you control is adjacent to the defending figure.
EMP Response
If an Omnicron Repulsor you control successfully defends against an attack by a Soulborg figure, you must roll the 20-sided die. If you roll a 14 or higher, the attacking figure immediately end its turn and all order marker must be removed from its Army Card (or cards if your opponent has more than one Common Army Card for that figure).
Circuity Replacement
If a friendly Soulborg Hero who follows Utgar receives one or more wounds from a special power that is not an attack, you may destroy a guard in the Zettian Infantry you control that is adjacent to that Hero to ignore any wounds that Hero just received.
Curse of the Mummy
When you choose an opponent's figure and roll the 20-sided die for a special power on any Undead Army Card, you may add 2 to the roll if the chosen figure is engaged with this Crypt Guardian.
Bloodborn Rising
Each time Nicholas Esenwein destroys a figure, you may remove a wound marker from this Army Card. If the destroyed figure was small or medium, and not undead, replace that figure immediately, if possible, with one of your own previously destroyed Thralls. Nicholas Esenwein may not use Bloodborn rising on destructible object.
Paralyzing Fear
Figures attacked by any Undead sutract one from their defense for every Zombie Hulk they are engaged to.
Zombie Rises Again
If an Undead Savage that you control destroys an opponent's large or huge figure, replace that figure immediately, if possible, with one of your own previously destroyed Zombie Hulks, and remove all markers other than order markers on that card. Undead are not affected by Zombie Rises Again.
Zombies Rise Again
If a Zombie of Morindan that you control destroys an opponent's small or medium figure, replace that figure immediately, if possible, with one of your own previously destroyed Zombie of Morindan. Newly placed Zombies of Morindan cannot attack this turn. Undead are not affected by Zombies Rise Again.
Living Storm
At any point while moving, when the Varja leaves a space occupied by another figure, you must roll the 20 sided die. If you roll a 17 or higher, remove all Order Markers from that figure's Army Card (or cards if that figure has more than one Common card for that figure). Figures may not be affected by Living Storm more than once per turn.
Warforged Resolve
When rolling defense dice against a normal or special attack, Heirloom always add 1 automatic shield to whatever is rolled.
Nature's Keeper
Wildwood figures you control cannot attack other Wildwood figures you control.
Seedling
At the start of each round, before you place Order Markers, if you have not placed the Wildwood Monarch or used a Seedling power this round, you may place one of your previously destroyed small Wildwood Heroes on any empty space adjacent to the Wildwood Monarch.
Vigorous Growth
At the start of each round, before you place Order Markers, if you have not used a Vigorous Growth power this round, you may destroy one Wildwood Runner you control that was not placed this round and replace it with one of your previously destroyed medium Wildwood Heroes. Remove all wound markers from that Hero's Army Card.
Verdant Growth
At the start of each round, before you place Order Markers, if you have not placed this Wildwood Sentinel or used a Verdant Growth power this round, you may destroy this Wildwood Sentinel and replace it with one of your previously destroyed large Wildwood Heroes. Remove all wound markers from that Hero's Army Card, then place wound markers on it equal to the number of wound markers on this card.
Marro Plague
After moving and before attacking, you must roll the 20-sided die for each figure adjacent to any Marrden Hounds you control. If you roll a 16 or higher, that figure receives a wound. Soulborgs and Wulsinu are not affected by Marro Plague.
Venomous Sting
When rolling attack dice, if this Wyvern rolls a skull on every die, the defending figure cannot roll any defense dice. Venomous Sting does not affect Destructible Objects.









Last edited by Heroscaper 101; Today at 01:01 AM.
Reply With Quote
  #7  
Old May 21st, 2018, 05:06 PM
Heroscaper 101 Heroscaper 101 is offline
 
Join Date: January 24, 2018
Location: USA - CA - Clovis (Town)
Posts: 1,450
Heroscaper 101 rolls all skulls baby! Heroscaper 101 rolls all skulls baby! Heroscaper 101 rolls all skulls baby! Heroscaper 101 rolls all skulls baby! Heroscaper 101 rolls all skulls baby!
Post Re: H101 customs. [Updated]

The figure used for this unit is a Mech Warrior figure from Solaris VII Heavy-Class Action Pack set. Its model name is Rifleman.

The figure used for this unit is Caravan Guard Angelfire #001 Wizards of the Coast set.


The figure used for this unit is Silver Sable #034 - #036 Mutant Mayhem Heroclix.


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

The figure used for this unit is U-Men #001 - #003 Mutant Mayhem Heroclix.
The figure used for this unit is HDC Trooper #004 - #006 Unleashed DC Heroclix.
The figure used for this unit is Nova Corpsman #003 Guardians of the Galaxy Movie Heroclix.

The figure used for this unit is Kobra Fanatic #014 - #015 Unleashed DC Heroclix.

The figure used for this unit is Crossbone #009 & #206 Invincible Iron Man and Invincible Iron Man Gravity Feed Marvel Heroclix.


The figure used for this unit is Amphibian Beast #001 Yugioh! Heroclix Series One.

The figure used for this unit is Dragon Piper #024 Yugioh! Heroclix Series One.


The figure used for this unit is a Troll from the D&D set. The name and model number is Skalmad, the Troll King Dangerous Delve #34.

The figure used for this unit is a Bladerager Troll from the D&D set. The name and model number is Bladerager Troll Dangerous Delves #7.


The figure used for this unit is Feral Troll from Auggies D&D Set. The name and model number is Feral Troll Tyranny of Goblins #2/12.


The figure used for this unit is Arclight figure from Uncanny X-men : Marvel set. Its model name is Arclight.



Last edited by Heroscaper 101; December 29th, 2023 at 12:18 AM.
Reply With Quote
  #8  
Old May 21st, 2018, 11:55 PM
Heroscaper 101 Heroscaper 101 is offline
 
Join Date: January 24, 2018
Location: USA - CA - Clovis (Town)
Posts: 1,450
Heroscaper 101 rolls all skulls baby! Heroscaper 101 rolls all skulls baby! Heroscaper 101 rolls all skulls baby! Heroscaper 101 rolls all skulls baby! Heroscaper 101 rolls all skulls baby!
Re: H101 customs. [Updated]

Skalmad, the Troll Lord

Reign of the Troll Lord 1/1
Bio:
Spoiler Alert!

CARD TEXT:
Spoiler Alert!
Hero Spotlight:
Spoiler Alert!

_________________________________________________________________
-Rulings and Clarifications-
Troll Dynasty : Adjusting Figures Before Activation Before taking a turn on Skalmad's Order Marker, may I reposition figures so that they are within line of sight of Skalmad, and then take a turn with them?
Yes. Hasbro's Advanced FAQ article states that on a player's turn, the player may adjust
the positions of friendly figures.
_________________________________________________________________

-Combinations and Synergies-

Synergy Benefits Received
- ORNAK : Red Flag of Fury
As a Unique Hero that follows Utgar, Skalmad may benefit from Ornak’s RED FLAG OF FURY activation synergy.
Synergy Benefits Offered
Paralyzed by Fear
An opponent's figure subtracts 2 to defense if adjacent to another Troll you control. Current Trolls include:
Feral Troll
Ice Troll Berserker
Krug
- WARRIOR’S ARMOR SPIRIT 1 : Any Unique Army Card
  • * WARRIOR’S ARMOR SPIRIT 1 may benefit any unique army card still in play.

WARRIOR’S ATTACK SPIRIT 1 : Any Unique Army Card
  • * WARRIOR’S ATTACK SPIRIT 1 may benefit any unique army card still in play.
- WARRIOR’S SWIFTNESS SPIRIT : Any Unique Army Card
* WARRIOR’S SWIFTNESS SPIRIT may benefit any unique army card still in play.
C3V and SoV Custom Synergies
Spoiler Alert!
The figure used for this unit is a Troll from the D&D set. The name and model number is Skalmad, the Troll King Dangerous Delve #34.

Xin Shao

Way of the Fist 1/1
Bio:
Spoiler Alert!

CARD TEXT:
Spoiler Alert!
Hero Spotlight:
Spoiler Alert!

_________________________________________________________________
-Rulings and Clarifications-
N/A
_________________________________________________________________

-Combinations and Synergies-

Synergy Benefits Received
N/A
Synergy Benefits Offered
N/A

- WARRIOR’S SWIFTNESS SPIRIT : Any Unique Army Card

* WARRIOR’S SWIFTNESS SPIRIT may benefit any unique army card still in play.
C3V and SoV Custom Synergies
Spoiler Alert!
The figure used for this unit is Arclight figure from Uncanny X-men : Marvel set. Its model name is Arclight.

Last edited by Heroscaper 101; April 16th, 2024 at 12:00 AM.
Reply With Quote
  #9  
Old May 22nd, 2018, 02:35 AM
Heroscaper 101 Heroscaper 101 is offline
 
Join Date: January 24, 2018
Location: USA - CA - Clovis (Town)
Posts: 1,450
Heroscaper 101 rolls all skulls baby! Heroscaper 101 rolls all skulls baby! Heroscaper 101 rolls all skulls baby! Heroscaper 101 rolls all skulls baby! Heroscaper 101 rolls all skulls baby!
Re: H101 customs. [Updated]

Tier 2 Class
1. Burglar - More agile thief & less bandit
2. Outlander - Axe wielding assassin
Tier 2 Class
3. Legionaire - Better soldier
4. Devastator - Better melee soldier
Tier 2 Class
5. Archon - Better evangelist
Tier 2 Class
6. Protagonist - Tougher infiltrator
7. Vanguard - Mounted infiltrator
Tier 2 Class
8. Kelpie Lord - Upgraded kelpie rider
Tier 2 Class
9. Shinobi - Ninja assassin

Last edited by Heroscaper 101; April 19th, 2024 at 08:17 PM.
Reply With Quote
  #10  
Old May 22nd, 2018, 01:21 PM
Heroscaper 101 Heroscaper 101 is offline
 
Join Date: January 24, 2018
Location: USA - CA - Clovis (Town)
Posts: 1,450
Heroscaper 101 rolls all skulls baby! Heroscaper 101 rolls all skulls baby! Heroscaper 101 rolls all skulls baby! Heroscaper 101 rolls all skulls baby! Heroscaper 101 rolls all skulls baby!
Re: H101 customs. [Updated]

New Species

Demi-God Grey Orc Oni

Last edited by Heroscaper 101; March 2nd, 2024 at 02:55 AM.
Reply With Quote
  #11  
Old May 22nd, 2018, 04:28 PM
Heroscaper 101 Heroscaper 101 is offline
 
Join Date: January 24, 2018
Location: USA - CA - Clovis (Town)
Posts: 1,450
Heroscaper 101 rolls all skulls baby! Heroscaper 101 rolls all skulls baby! Heroscaper 101 rolls all skulls baby! Heroscaper 101 rolls all skulls baby! Heroscaper 101 rolls all skulls baby!
Re: H101 customs. [Updated]

New Class

Archon Chaos Lord Conscript Drifter Duelist Egomaniac Fool Icon Inquisitor Magus Megalomaniac Over-seer Partisan Pathfinder Pugilist Shinobi Strider Warmage

Last edited by Heroscaper 101; March 6th, 2024 at 03:04 AM.
Reply With Quote
  #12  
Old May 24th, 2018, 04:28 PM
Heroscaper 101 Heroscaper 101 is offline
 
Join Date: January 24, 2018
Location: USA - CA - Clovis (Town)
Posts: 1,450
Heroscaper 101 rolls all skulls baby! Heroscaper 101 rolls all skulls baby! Heroscaper 101 rolls all skulls baby! Heroscaper 101 rolls all skulls baby! Heroscaper 101 rolls all skulls baby!
Re: H101 customs. [Updated]

New Personality

Abrasive Accurate Adept Affectionate Afraid Amazing Assiduous Awful Bad Baleful Blunted Bright Brutish Callous Caring Cautious Coarse Comfort Composed Courageous Decisive Demented Despicable Devastating Dreadful Ecstatic Egregious Erotic Exquisite Exotic Extravagant Flagitious Frightful Fun Friendly Generous Gooey Helpful Heroic Horrendous Ignorant Incredible Innocuous Inspirational Intrusive Irresponsible Jealous Keen Kind Logical Lumpy Mad Magnificent Melodramatic Motivated Narcissist Oblivious Optimal Overefficient Perfidious Presumptuous Provisional Quality Rancid Reasonable Reconciled Refined Refreshing Responsible Rugged Self-Absorbed Self-Deluded Self-Efficient Self-Egotistical Self-Obsessed Selfish Sentimental Serious Smart Sour Spectacular Spiteful Splendiferous Stealthy Stolid Subjugation Superior Sweet Tactical Terrific Traitorous Ultimate Uncooperative Unforgiving Unsupported Unworthy Upbeat Vain Voluptuous Voracious Waning Worthy Wrathful Youthful Zeal

Last edited by Heroscaper 101; April 23rd, 2024 at 01:57 PM.
Reply With Quote
Reply

Go Back   Heroscapers > Custom HeroScape Creations > Custom Units & Army Cards


Similar Threads
Thread Thread Starter Forum Replies Last Post
Heroscaper 101's bestiary Heroscaper 101 Custom Units & Army Cards 369 October 18th, 2018 10:13 PM
Rudiger's Customs -updated 25/10/2013 updated Hellboy V6 Rudiger Custom Units & Army Cards 24 October 26th, 2013 01:16 AM
Heroscaper Guy's Customs Heroscaper Guy Custom Units & Army Cards 21 August 30th, 2013 09:57 PM
Heroscaper’s Quality Customs (HQC) tokomi Custom Units & Army Cards 12 April 1st, 2009 08:32 PM
My Joke Customs and odd customs updated today :D Mort_isha28 Custom Units & Army Cards 38 November 14th, 2007 05:47 AM


All times are GMT -4. The time now is 04:32 AM.

Heroscape background footer

Powered by vBulletin® Version 3.8.8
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
User Alert System provided by Advanced User Tagging (Lite) - vBulletin Mods & Addons Copyright © 2024 DragonByte Technologies Ltd.