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Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment


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  #13  
Old February 18th, 2018, 02:53 PM
Heroscaper 101 Heroscaper 101 is offline
 
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Question Re: Heroscaper 101's bestiary

Large

()VORTEX PULL
While Boreos is flying during his turn, you may choose one non-flying small or medium figure that it passed over this turn. At the end of Boreos' move, the player who controls the chosen figure must place that figure, if possible, on an empty space adjacent to Boreos. If the chosen figure is engaged when it is moved by Vortex pull, it will not take any leaving engagement attacks.

()SWIRLING VORTEX
When an opponent's small or medium figure moves onto a space within 2 clear sight spaces of Boreos, that figure must end its move there. Figures can never move through any figure affected by Swirling Vortex. Figures under overhangs can never be moved by Vortex Pull.

()STEALTH FLYING
When counting spaces for Boreos's movement, ignore elevations. Boreos may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When an Boreos starts to fly, if it is engaged it will not take any leaving engagement attacks.
()DOUBLE ATTACK
When Omegacron attacks, he may attack one additional time.

()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.

()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.

()Knight's Courage:
Add 1 to Sir Dupuis' attack dice for every Knight you control within 4 clear sight spaces of Sir Dupuis up to a maximum of +3 dice.

()Tactical Disengagement 7:
When Sir Dupuis receives one or more wounds from a leaving engagement attack, immediately roll the 20-sided die. If you roll a 7 or higher, ignore any wounds from that leaving engagement attack.

()Chalice of Fortitude:
If Sir Dupuis has 4 or more wounds on his Army Card, add 1 to his defense dice.

()Galloping Charge:
A Templar Cavalry Knight receives 2 additional dice when attacking any figure that was at least 4 hexes away at the start of his turn.

()Dismiss the Rabble:
When rolling defense dice against adjacent small or medium Squad figures, Templar Cavalry Knights receive 1 additional defense dice.

()Righteous Smite:
When attacking an opponent's figure who follows Utgar; Templar Cavalry receive 1 additional attack die.
()DEADLY SHOT
When attacking with Zetacron, all skulls rolled count for one additional hit.

Last edited by Heroscaper 101; June 1st, 2019 at 06:36 PM.
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  #14  
Old February 20th, 2018, 06:22 PM
Heroscaper 101 Heroscaper 101 is offline
 
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Cool Re: Heroscaper 101's bestiary

Huge

()Ice Cold:
While a Greater Ice Elemental is on a water or ice space, that space and all same-level water spaces adjacent to that Greater Ice Elemental are considered normal ice spaces. Figures do not have to stop their movement on normal ice spaces

()Ice Spikes 15:
If an opponent's figure moves adjacent to this Greater Ice Elemental, roll the 20-sided die. If this Greater Ice Elemental is on at least one ice or snow space, add 2 to your die roll. If you roll a 15 or higher, the opponent's figure receives 1 wound. Figures can be affected by Ice Spikes only as they move into engagement with this Greater Ice Elemental.

()Cold Healing:
After taking a turn with this Greater Ice Elemental, if it is on at least one snow or ice space, remove 1 wound marker from this Greater Ice Elemental's Army Card

()Ice Shard Breath Special Attack:
Range 5. Attack 4.
When Nilfheim attacks with his Ice Shard Breath Special Attack, he may attack 2 additional times. He cannot attack the same figure more than once.

()Flying:
When counting spaces for Nilfheim's movement, ignore elevations. Nilfheim may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Nilfheim starts to fly, if he is engaged he will take any leaving engagement attacks.

Last edited by Heroscaper 101; June 1st, 2019 at 06:38 PM.
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  #15  
Old February 21st, 2018, 09:11 PM
Heroscaper 101 Heroscaper 101 is offline
 
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()


Last edited by Heroscaper 101; June 1st, 2019 at 07:43 PM.
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  #16  
Old February 21st, 2018, 09:30 PM
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Re: Idea for Custom Units

Cool customs! I think both of them should cost a little bit more, maybe 130 and 110.

Did you have any figures in mind for these? Armored skeletons, maybe?

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  #17  
Old February 22nd, 2018, 12:16 AM
Heroscaper 101 Heroscaper 101 is offline
 
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Medium

()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.

()ULLAR'S AMULET
All friendly figures who follow Ullar and start their turn adjacent to Acolarh may move 2 additional spaces.

()STAFF OF LERKINTIN

When defending with Arkmer, add as many defense dice as the number of Elves you control adjacent to Arkmer.

()ENGAGEMENT STRIKE 13
If an opponent’s small or medium figure moves adjacent to Arkmer, roll the 20-sided die. If you roll a 13 or higher, the opponent’s figure receives a wound. Figures may only be targeted as they move into engagement with Arkmer.

()ULLAR WARLORD BONDING
Before taking a turn with Armoc Vipers, you may first take a turn with any Warlord you control who follows Ullar.

()SLITHER
Armoc Vipers do not have to stop their movement when entering water spaces.

()Kyrie Leadership
All Kyrie you control, except Atlaga, move one additional space.

()ULLAR'S BOLT OF THE WITHERWOOD
After moving and before attacking with Atlaga, you may choose any opponent's figure within 5 clear sight spaces of Atlaga. Roll the 20-sided die. If you roll a 1-15, nothing happens. If you roll a 16 or higher, the chosen figure is destroyed. Atlaga may attempt to use this power only once per game.

()FLYING
When counting spaces for Atlaga's movement, ignore elevations. Atlaga may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Atlaga starts to fly, if he is engaged he will take any leaving engagement attacks.

()FRENZY
After you take a turn with Aubrien Archers, roll the 20‑sided die. If you roll a 16 or higher, you may take another turn with Aubrien Archers.


()FURIOUS WRATH 3
When Azurite Warlord attacks, you may add 3 to his Attack number. If you do, at the end of Azurite Warlord's turn place 1 wound marker on Azurite Warlord's Army Card.

()SKY WATCHER
If Brandis Skyhunter is attacking a non-adjacent figure that has the Flying or Stealth Flying special power, add 2 dice to Brandis Skyhunter's attack.

()ARCHER'S GLORY
Each time Brandis Skyhunter destroys an opponent's non-adjacent Unique Hero, you may take another turn with Brandis Skyhunter.

()FIRE STRIKE SPECIAL ATTACK
Range 6. Attack 2 + Special.
When Chardris attacks with Fire Strike Special Attack, add 1 to Chardris’ attack dice for every additional Elf Wizard you control within 3 clear sight spaces of Chardris, up to a maximum of +3 dice.

()Ullar Enhanced Rifle Special Attack:
Range 10. Attack 1.
Choose a small or medium figure to attack. The chosen figure cannot roll defense dice when attacked by Deadeye Dan's Ullar Enhanced Rifle Special Attack. Deadeye Dan may not use this special attack if he moved this turn.

()Sharpshooter:
Instead of attacking, you may choose any non-adjacent figure within 10 clear sight spaces of Deadeye Dan. Roll the 20-sided die. If you roll a 19 or 20, the chosen figure is destroyed. If you roll a 1-18, you missed. Deadeye Dan may not use this special power if he moved this turn.

()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.

()HORDE ATTACK
You may attack with any 2 Eilan Sidhe you control, even Eilan Sidhe that did not move this turn.

()NATURE'S PROTECTION
When an Eilan Sidhe rolls defense dice while adjacent to a tree or bush, one shield will block all damage.

()Evasive 8:
When an Elite Onyx Viper rolls defense dice against an attacking figure who is not adjacent, add 8 defense dice to the defending Viper.

()Elven Summoning Spell:
After moving and 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 1-4, nothing happens.
• If you roll 5-11, you may place 1 Elf you control adjacent to Emirroon.
• If you roll 12-17, you may place up to 2 Elves you control adjacent to Emirroon.
• If you roll 18-20, you may place up to 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 that he is already adjacent to.

()Loyalty To The Lizard King:
At the start of the game, choose a unique Lizardfolk Hero you control, or a unique large or huge Dragon Hero 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. (It should be noted that there is no official Lizardfolk Hero in Heroscape.)

()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 still under your control.

()AEGIS OF THE CRIMSON SIGIL
When Haduc, or any Elf Wizard you control adjacent to Haduc, rolls defense dice, add one automatic shield to whatever is rolled for each revealed order marker on Haduc's Army Card.

()ELVEN SUPREMACY
Any time you roll the 20-sided die for an Elf Army Card, you may add 1 to your die roll.

()Rain of Flame Special Attack:
Range 7 Attack 1+Special
Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by the Rain of Flame Special Attack. Add 1 to Jorhdawn's attack dice for every additional Elf Wizard you control within 3 clear sight spaces of Jorhdawn, up to a maximum of +3 dice. Roll attack dice once for all affected figures. Each affected figure rolls defense dice separately. Jorhdawn cannot be affected by her own Rain of Flame Special Attack.

()Strength of Oak Aura 1:
All friendly Elves adjacent to Kyntela Gwyn add 1 to their defense dice.

()STEAL FROM THE RICH
At any point while moving normally, you may choose a Treasure Glyph carried by a Hero adjacent to Locksley. Roll the 20-sided die. If you roll 1–6, Locksley’s movement ends. If you roll 7 or higher, place the Treasure Glyph on this Army Card and you may continue Locksley’s movement. Locksley must be on a space where he can end his movement each time he uses this power.

()GIVE TO THE POOR
Any Treasure Glyphs on this Army Card that are not Ancient Artifact Treasure Glyphs are treated as being on the Army Cards of all friendly Common Heroes within 3 clear sight spaces.

()DISENGAGE
Locksley is never attacked when leaving an engagement.

()SIFU
After revealing an Order Marker on Master Lao Xin, instead of taking that turn with Master Xin, you may take a turn with one Monk hero you control and either another Monk hero or a Monk Squad you control. You may choose which one to activate first. Master Xin may be one of the chosen Monk Heroes. Any other figure that is taking a turn with Sifu must be within clear sight of Master Xin before moving.

()MASTER’S STRIKE
When rolling attack dice for a normal attack, Master Xin always adds 1 automatic skull to whatever is rolled.

()STEALTH LEAP 25
Instead of his normal move, Master Xin may use Stealth Leap 25. Stealth Leap 25 has a move of 3. When counting spaces for Stealth Leap 25, ignore elevations. Master Xin may leap over water without stopping, leap over figures without becoming engaged, and leap over obstacles such as ruins. Master Xin may not leap more than 25 levels up or down in a single leap. If Master Xin is engaged when he starts his Stealth Leap 25, he will not take any leaving engagement attacks.

()Phantom Walk:
Moriko can move through all figures and is never attacked when leaving an engagement.

()Saber Storm Special Attack:
Range 1. Attack 1, 2 or 3
Moriko starts each turn with 6 attack dice. Choose any adjacent figure and attack by rolling 1, 2 or 3 attack dice. Moriko may keep making special attacks with 1, 2 or 3 attack dice until she has rolled all 6 attack dice. Moriko may target the same or different figures with each attack.

()Rod of Negation:
Start the game with 3 brown(gold) Negation Markers on this card. At the end of the turn, if you have at least 1 Negation Marker on this card, you may choose any opponent's unique figure within 6 clear sight spaces of Morsbane. Roll the 20-sided die. If you roll a 1-15, nothing happens. If you roll a 16-19, place a Negation Marker on the chosen figure's Army Card. All of that figure's special powers are negated for the entire game. If you roll a 20, destroy the chosen figure.
The roll of 20 does not cost a negation marker.

()Rogue Hero Bonding
After revealing an Order Marker a Nottingham Brigand Army Card, before taking that Nottingham Bragand's turn, you may take a turn with one other Rogue Hero you control.


()Combined Arbalest:
When attacking with a Protector of Ullar, roll 1 additional attack die for each wound that has been inflicted on the defending figure this turn by Protectors of Ullar you control.


()Spear of Summoning:
After moving and before attacking, choose any figure you control on the battlefield, then roll the 20-sided die.
-If you roll a 1-8, nothing happens.
-If you roll a 9-20, move the chosen figure to any space adjacent to Saylind.
If the summoned figure is engaged, the figure does not receive any leaving engagement attacks.


()Shaolin Assault:
A Shaolin Monk may attack any or all figures adjacent to him. Roll each attack separately.


()Arcane Bolt Special Attack:
Range 5 + Special. Attack 3.
The first target of Arcane Bolt Special Attack must be within a Range of 5. After attacking with Arcane Bolt Special Attack, if the defending figure receives at least 1 wound, you may choose a figure that was adjacent to the defending figure at the beginning of that attack and attack that chosen figure with Arcane Bolt Special Attack. You may continue attacking with Arcane Bolt Special Attack in this manner until you fail to inflict a wound. A figure cannot be attacked more than once in a turn with Arcane Bolt Special attack.

()Arcane Riposte:
When Sharwin Wildborn rolls defense dice against a normal attack, all excess shields count as unblockable hits on the attacking figure.

()Shocking Grasp:
When rolling attack dice for a normal attack, Sharwin Wildborn always adds 1 automatic skull to whatever is rolled.

()Dragon Healing:
Before moving, you may choose a wounded Hero figure within 4 clear sight spaces of Sonlen. Roll the 20-sided die. If you roll a 15 or higher, remove one Wound Marker from the chosen Hero's Army Card. Sonlen's Dragon can use its Dragon Healing on Sonlen.

()Dragon Swoop:
After moving and before attacking, you may choose any figure within 4 clear sight spaces of Sonlen. Roll the 20-sided die. If you roll a 15 or higher, the chosen figure receives one wound.

()Double Attack:
When Syvarris attacks, he may attack one additional time.


()Scout Leadership:
All Scouts you control can move an additional 2 spaces.

()Frenzy Enhancement:
Add 1 to your die roll when you roll for the Frenzy power on any Army Card.

()Defensive Agility:
When a Warrior of Ashra rolls defense dice against a normal attack from an adjacent figure, one shield will block all damage.

()TRIBAL PROTECTION
An opponent's figure that is engaged to one or more Warriors or Protectors you control who follow Ullar may not attack Zogross Hardscale.

()OPPORTUNITY STRIKE 15
If an opponent's figure that is engaged with Zogross Hardscale targets any other figure you control with a normal attack, roll the 20-sided die. If you roll a 15 or higher, no dice are rolled for this attack, no defense dice are rolled, and the attacking figure receives one wound.

Last edited by Heroscaper 101; June 1st, 2019 at 07:45 PM.
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  #18  
Old March 2nd, 2018, 01:15 AM
Heroscaper 101 Heroscaper 101 is offline
 
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Large

()PASSING BLOW

Once while moving normally, Arthur of Sherwood may choose a small or medium figure that he was not engaged to at the start of this turn. When Arthur leaves engagement with that figure, you may roll the 20-sided die. If you roll an 11 or higher, the chosen figure receives one wound. Arthur cannot attack the chosen figure on this turn.

()TREASURE GRAB

At any point while moving normally, Arthur may attempt to pick up or activate a Treasure Glyph, as long as he is on a space where he could end his movement. When you roll the 20-sided die for a Treasure Glyph trap with Arthur of Sherwood, if you set off the trap, Arthur ends his movement immediately and may not attempt to pick up or activate that Treasure Glyph again this turn.

()DISENGAGE

Arthur of Sherwood is never attacked when leaving an engagement.

()Carry:
Before moving Theracus, choose an unengaged friendly small or medium figure adjacent to Thercus. After you move Theracus, place the chosen figure adjacent to Theracus.

()Flying
When counting spaces for Theracus's movement, ignore elevations. Theracus may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Theracus starts to fly, if he is engaged he will take any leaving engagement attacks.

()Mind Link:
Instead of taking a turn with Ulginesh, you may take a turn with up to 2 different Elf Wizards you control. Ulginesh cannot be one of the 2 Elf Wizards. Any Elf Wizard that is taking a turn instead of Ulginesh must be within 6 clear sight spaces of Ulginesh before moving.

Last edited by Heroscaper 101; June 1st, 2019 at 07:47 PM.
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  #19  
Old March 2nd, 2018, 05:16 PM
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Re: Idea for Custom Units

WOW those guys are powerful. 210 isn't a bad starting point for them.

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  #20  
Old March 2nd, 2018, 05:29 PM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: Heroscaper 101's bestiary

Huge

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

()FLYING
When counting spaces for Charos's movement, ignore elevation. Charos may fly over water without stopping. Charos may pass over figures without becoming engaged. Charos may fly over obstacles such as ruins. When Charos starts to fly, if he is engaged he will take any leaving engagement attacks.

()Wild Swing Special Attack:
Range 1. Attack 4.
Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by the Wild Swing Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Jotun cannot be affected by his own Wild Swing Special Attack.

()Throw 14:
After moving and before attacking, choose one small or medium non-flying figure adjacent to Jotun. Roll the 20-sided die. if you roll a 14 or higher, you may throw the figure by placing it on any empty space within 4 spaces of Jotun. The figure must land within clear sight of Jotun. After the figure is placed, roll the 20-sided die for throwing damage. If you roll an 11 or higher, the thrown figure receives 2 wounds. If the figure is thrown onto a level higher than the height of Jotun or onto water, do not roll for throwing damage. The thrown figure does not take any leaving engagement attacks.

Last edited by Heroscaper 101; June 1st, 2019 at 07:48 PM.
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  #21  
Old March 3rd, 2018, 03:07 PM
Heroscaper 101 Heroscaper 101 is offline
 
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Lightbulb Re: Heroscaper 101's bestiary

Small

()Scatter:
After a Deathreaver you control rolls defense dice against a normal attack from an opponent’s figure, you may move any 2 Deathreavers you control up to 4 spaces each.

()Disengage:
Deathreavers are never attacked when leaving an engagement.

()Climb X2:
When moving up or down levels of terrain, Deathreavers may double their Height.

()Mob Attack:
When attacking with a Goblin Cutter you control, if the defending figure is engaged with at least 2 other Goblin Cutters you control, it subtracts 2 from its defense dice.

()Scurry:
When a Goblin Cutter you control is destroyed by a normal attack from an opponent's figure, you may move 2 Goblin Cutters you control up to 4 spaces each, and all Goblin Cutters you control no longer have any visible Hit Zones for the duration of the attacking figure's turn while they remain unengaged. Goblin Cutters will never take any leaving engagement attacks when using Scurry.

()Scale:
When moving up or down levels of terrain, Goblin Cutters may add 2 to their height.

()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.

()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.

()SCALE 1
When moving up or down levels of terrain, Marro Gnids may add 1 to their height.

()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.

()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.

()DETONATION SPECIAL ATTACK
Range 1. Attack 5.
A Zettian Deathwing that moved but did not attack normally may use Detonation Special Attack. Any figures adjacent to the attacking Zettian Deathwing are affected by Detonation Special Attack. Roll 5 attack dice for all affected figures. Destroy the attacking Zettian Deathwing before each figure rolls defense dice separately.

()EVASIVE 2
When a Zettian Deathwing rolls defense dice against an attacking figure who is not adjacent, add 2 defense to the defending Zettian Deathwing.

()FLYING
When counting spaces for a Zettian Deathwing's movement, ignore elevations. A Zettian Deathwing may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When a Zettian Deathwing starts to fly, if it is engaged it will take any leaving engagement attacks.

()HYPER SPEED BURST 3
After moving and attacking with Zettian Deathwings, each Zettian Deathwing you activate this turn may move up to 3 spaces.


Last edited by Heroscaper 101; June 1st, 2019 at 07:50 PM.
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  #22  
Old March 3rd, 2018, 09:09 PM
Heroscaper 101 Heroscaper 101 is offline
 
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Medium

()DEMONBLADE
For every opponent's figure Akumaken destroys, place a Soul Marker on this card. Before attacking with Akumaken, you may remove any number of Soul Markers from this card. For each marker removed, add 1 automatic skull to whatever is rolled. A maximum of 2 Soul Markers can be placed on this card. Akumaken cannot use Demonblade on destructible objects.

()MASK OF TERROR
When a Squad figure adjacent to Akumaken attacks using a normal attack, it subtracts 1 from its attack dice. Figures with the fearless personality are not affected by Mask of Terror.

()COUNTER STRIKE
When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure. This power does not work against Samurai.


()UNLEASHED FURY
Before moving, roll the 20-sided die.
• If you roll a 1, choose an Anubian Wolf you control and destroy it.
• If you roll a 2–6, add 1 to the Attack value of this card.
• If you roll a 7–11, add 2 to the Attack value of this card.
• If you roll a 12–15, add 3 to the Attack value of this card.
• If you roll a 16–19, add 4 to the Attack value of this card.
• If you roll a 20, add 8 to the Attack value of this card.


()BEAST BONDING
Before taking a turn with Arrow Gruts, you may first take a turn with any Beast you control.

()DISENGAGE
Arrow Gruts are never attacked when leaving an engagement.


()SABOTAGE
Destructible objects and opponents' Soulborg figures subtract 2 from their defense dice when adjacent to Beorn Boltcutter.

()UPGRADE
Start the game with 3 Upgrade Markers on this card. Instead of attacking, you may choose a friendly Unique Soulborg Hero adjacent to Beorn Boltcutter that does not have an Upgrade Marker on its Army Card. Place an Upgrade Marker from this card on the chosen hero's Army Card. For the duration of the game, that Soulborg adds 1 to its Move and Attack numbers as long as that Upgrade Marker is on its Army Card. If that Soulborg defends against a normal attack and no excess shields are rolled, remove the Upgrade Marker from its Army Card.

()ORC CHAMPION BONDING
Before taking a turn with Blade Gruts, you may first take a turn with any Orc Champion you control.

()Bully:
When attacking a Common figure, Brute Gruts receive 1 additional attack die.

()Berserker Frenzy:
Once per turn, after attacking with the Brute Gruts, you may place a Berserker Marker on this card to attack one additional time with the Brute Gruts. Subtract 1 from the Brute Gruts’ Defense value for each Berserker Marker on this card. A maximum of 3 Berserker Markers can be placed on this card.

()FAÇADE
If Cormin the Dark is targeted for a normal attack from an opponent’s figure, you may roll the 20-sided die. If you roll an 11 or higher, choose a small or medium figure you control that is within 4 spaces of Cormin. Switch Cormin with the chosen figure. If you do, the attacking figure must attack the chosen figure, if possible, and cannot attack any other figure this turn. Figures moved by Façade never take any leaving engagement attacks. You cannot roll for the Façade power more than once per turn.

()STAB IN THE BACK
After you take a turn with Cormin the Dark, you must roll the 20-sided die. If you roll a 1, choose an opponent. That opponent now controls Cormin. Remove any Order Markers on this Army Card, then give the card to that opponent.

()PSIONIC EXPLOSION SPECIAL ATTACK
Range 4. Attack 3. Choose a figure to attack. Each opponent's figure adjacent to the chosen figure is also affected by the the Psionic Explosion Special Attack. Cxurgy'gyath does not need clear line of sight to attack with Psionic Explosion Special Attack. Roll 3 attack dice once for all affected figures. Each figure rolls defense dice separately.

()ENSLAVE ENHANCEMENT
Add 1 to your die roll when you roll for the Enslave power on any Army Card.

()LURK IN SHADOWS
If Cxurg'gyath is on a shadow space, opponents' figures must be adjacent to him to attack him with a normal attack.


()LIFE DRAIN
Each time Cyprien Esenwein destroys a figure, you may remove a wound marker from this Army Card. Cyprien Esenwein cannot Life Drain destructible objects.

()CHILLING TOUCH
After moving and before attacking, Cyprien Esenwein may attempt a Chilling Touch. To do this, choose a figure adjacent to Cyprien Esenwein and roll the 20-sided die.
• If you roll 1-12, nothing happens.
• If you roll 13-15, the chosen figure receives 1 wound.
• If you roll 16-17, the chosen figure receives 2 wounds.
• If you roll 18-19, the chosen figure receives 3 wounds.
• If you roll a 20 or higher, the chosen figure receives 6 wounds.
Cyprien Esenwein's Chilling Touch does not affect Soulborgs or destructible objects.

()STEALTH FLYING
When counting spaces for Cyprien Esenwein's movement, ignore elevations. Cyprien Esenwein may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Cyprien Esenwein starts to fly, if he is engaged he will not take any leaving engagement attacks.


()Self-Destruct:
After moving and instead of attacking, Deathwalker may choose to self-destruct. Roll the 20-sided die to determine if any other figures are wounded. If you roll a 1-3, all adjacent figures are safe. If you roll a 4-15, each adjacent figure receives 2 wounds. If you roll a 16-19 each adjacent figure receives 4 wounds. If you roll a 20, each adjacent figure receives 8 wounds. After using this power, Deathwalker is always destroyed.

()Stealth Dodge:
When Deathwalker 7000 rolls defense dice against an attacking figure who is not adjacent, one shield will block all damage.

()Poison Weapons:
Each time a Deepwyrm Drow attacks a small, medium, or large Hero with a normal attack or a leaving engagement attack and inflicts at least 1 wound, roll the 20-sided die. If you roll a 1-11, nothing happens. If you roll a 12 or higher, add 1 additional wound to the defending figure.

()Hide in Darkness:
If a Deepwyrm Drow is attacked with a normal attack and at least 1 skull is rolled, roll the 20-sided die. If that Deepwyrm Drow is on a dungeon space, add 3 to your die roll. If it is on a shadow space, add 6 to your die roll. If you roll a 1-15, roll defense dice normally. If you roll a 16 or higher, ignore all damage that would be inflicted by the attack.

()Chain Grab:
After moving and before attacking with a Drow Chainfighter, you may choose one opponent's small or medium figure within 3 clear sight spaces whose base is no more than 6 levels above that Drow Chainfighter's height or 6 levels below that Drow Chainfighter's base. Roll the 20-sided die. If you roll a 9 or higher, place the chosen figure on any empty same-level space adjacent to that Drow Chainfighter. If the chosen figure is engaged when it is moved by Chain Grab, it will not take any leaving engagement attacks.

()SLIPPERY 6
If an opponent’s Squad figure moves adjacent to Elaria the Pale and onto a space where that Squad figure can end its movement, you may roll the 20-sided die. If you roll a 6 or higher, Elaria the Pale may immediately move up to 4 spaces. Elaria the Pale will not take any leaving engagement attacks when moving with Slippery. Elaria the Pale can use this power only if she ends her Slippery move not adjacent to any enemy figures. You may not roll for Slippery more than once during any turn.

()QUEEN OF THIEVES
After a tricky figure you control within 6 clear sight spaces of Elaria the Pale rolls the 20-sided die for a special power on its Army Card, you may add 1 to your die roll. Queen of Thieves does not affect Elaria the Pale.

()Venom Ray Special Attack:
Range 5 Attack 3.
If Estivara inflicts at least 1 wound with Venom Ray Special Attack, roll the 20-sided die for Venom Damage. If you roll a 1-9, the defending figure receives no additional wounds for Venom Damage. If you roll a 10-19, add 1 additional wound marker to the defending figure's Army Card and roll again for Venom Damage. If you roll a 20, destroy the defending figure.

()Lolth's Judgment Aura:
All Arachnid figures you control within 6 clear sight spaces of Estivara roll 1 additional attack die when attacking normally.

()Cloud of Darkness:
After taking a turn with Estivara, you may roll the 20-sided die. If you roll a 16 or higher, while she remains on that space, Estivara has no visible Hit Zone until the next time you reveal an order marker.

()Lava Resistant:
A Fire Elemental never rolls for molten lava damage or lava field damage, and it does not have to stop on molten lava spaces.

()Searing Intensity:
After moving and before attacking, you must roll the 20-sided die once for each figure adjacent to at least one Fire Elemental you control. If you roll a 14 or higher, that figure receives 1 wound. Figures with the Lava Resistant special power are not affected by Searing Intensity.

()Negative Element:
A Fire Elemental can never roll defense dice while it is on a water space.

()FIGHT THE LAW
When attacking a Lawman, Garrett Burns rolls 1 additional attack die.

()QUICK DRAW 13
When Garrett Burns is targeted for a normal attack from an opponent’s non-adjacent figure within 7 clear sight spaces of Garrett Burns, you may roll the 20-sided die. If you roll a 13 or higher, the opponent’s figure receives 1 wound.

()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.

()Vanish 9:
If Isamu is attacked and at least 1 skull is rolled, roll the 20-sided die to vanish. If you roll 1-8, roll defense dice normally. If you roll a 9 or higher, Isamu takes no damage and may immediately move up to 4 spaces. Isamu can vanish only if he ends his vanishing move not adjacent to any enemy figures.

()Phantom Walk:
Isamu can move through all figures and is never attacked when leaving an engagement.

()Dishonorable Attack:
When attacking a figure who follows Jandar, Isamu rolls 2 additional attack dice.

()Summon the Rechets of Bogdan:
After taking a turn with Iskra Esenwein, you may attempt to summon the Rechets of Bogdan if they are in your army and they have not yet been successfully summoned. Roll the 20-sided die. If you roll a 14 or higher, you must place all 3 Rechets of Bogdan on empty spaces within 6 clear sight spaces of Iskra Esenwein. Any Rechets of Bogdan that you cannot place on the battlefield are immediately destroyed and cannot be summoned again. When the Rechets of Bogdan are summoned, you may immediately take a turn with them.

()Flying:
When counting spaces for Iskra Esenwein's movement, ignore elevations. Iskra Esenwein may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Iskra Esenwein starts to fly, if she is engaged she will take any leaving engagement attacks.

()Mind Shackle 19:
After moving and before attacking, you may choose any unique figure adjacent to Kee-Mo-Shi. Roll the 20-sided die. If you roll a 19 or 20, take control of the chosen figure and that figure's Army Card. You now control that Army Card and all figures on it. Remove any Order Markers on the chosen figure's Army Card. If Kee-Mo-Shi is destroyed, you retain control of any previously Mind Shackled Army Cards.

()Toxic Skin:
After attacking, you must roll the 20-sided die once for each figure adjacent to Kee-Mo-Shi. If you roll a 17 or higher, that figure receives one wound. Soulborgs are not affected by Toxic Skin.

()BLACKGAARD SURGE
If no Knights of Blackgaard you control are engaged, you must subtract 3 from your initiative roll. If at least one Order Marker is on the Knights of Blackgaard, you may add 1 to your initiative roll for each engaged Knight of Blackgaard you control.

()RELENTLESS ARMY ATTACK BONUS
If every army card you control has a relentless personality, each Knight of Blackgaard receives one additional attack die.

()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 an empty space within 3 clear sight spaces of Kurrok the Elementalist.

()Master of the Elements:
After revealing an Order Marker on Kurrok the Elementalist, instead of taking that turn with Kurrok, you may take a turn with up to three small or medium Elementals you control that are within 8 clear sight spaces of Kurrok the Elementalist.

()Eternal Hatred:
After revealing an order marker on this card, you must roll the 20-sided die. If you roll a 17 or higher, choose an opponent. That opponent will now control Marcu Esenwein for the remainder of your turn, but will not be able to view any unrevealed order markers on his card. At the end of that turn, control of Marcu returns to you. All order markers and figures that were on Marcu’s Army Card will stay on his Army Card.

()Cell Divide:
When a Marro Divider you control receives one or more wounds from a Normal or Special Attack by an opponent's figure, 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 of your previously destroyed Marro Dividers on a same-level space adjacent to the defending Marro Divider.

()Self Replicating:
Marro Hive cannot rebirth Marro Dividers with its Marro Rebirth special power.

()Hive Swarm:
Before moving Marro Drones, roll the 20-sided die.
If you roll 1-12, you may move and attack with up to 3 Marro Drones you control.
If you roll 13-16, you may move and attack with up to 6 Marro Drones you control.
If you roll 17-20, you may move and attack with up to 9 Marro Drones you control.

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

()Swamp Water Tunnel:
If a Marro Drudge ends its normal movement on a swamp water space, you may immediately place it on any empty 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.

()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 with all of the Marro Warriors, one at a time, roll the 20-sided die for each Marro Warrior in play. If you roll a 15 or higher, 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 only Water Clone after you move.

()Psionic Blast Special Attack:
Range 3 Attack 3.
This Mind Flayer Mastermind does not need clear line of sight to attack with Psionic Blast Special Attack. If a figure recieves 1 or more wounds from Psionic Blast Special Attack, remove one unrevealed order marker at random from that figure's Army Card (or cards if your opponent has more than one Common card for that figure).

()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 the chosen Hero returns to its previous owner. All order markers that were on the figure's Army Card will stay on the Army Card. Enslave does not affect Mindflayers.

()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.

()Deadly Strike:
When attacking with Minions of Utgar all skulls rolled count for one additional hit. (ie: 2 skulls rolled inflicts 4 wounds)

()Mind Shackle 20:
After moving and before attacking, you may choose any unique figure adjacent to Ne-gok-sa. Roll the 20-sided die. If you roll a 20, take control of the chosen figure and that figure's Army Card. You now control that Army Card and all figures on it. Remove any Order Markers on this card. If Ne-Gok-Sa is destroyed, you retain control of any previously Mind Shackled Army Cards.

()Lava Throw:
When an Obsidian Guard is on a molten lava space it may add 2 to its range.

()Water Weakness:
An Obsidian Guard on a water space rolls 2 fewer defense dice.

()Red Flag of Fury Aura:
If Order Marker 1 is placed on Ornak, then instead of taking that turn with Ornak, you may take a turn with up to 2 Unique Heroes you control who follow Utgar. Ornak cannot be one of the 2 Unique Heroes. Any Unique Hero that is taking a turn instead of Ornak must be within 8 clear sight spaces of Ornak prior to its movement.

()Orc Battle Cry:
When attacking with any Orc Warrior figures you control adjacent to Ornak, you may roll Utgar Valkyrie dice. Each Utgar symbol rolled counts for an additional skull.

()Lolth's Wrath Special Attack:
Range Special. Attack 3.
Choose a Drow figure you control that is within 5 clear sight spaces of Pelloth and roll 3 attack dice. One at a time for each skull rolled, you may inflict 1 wound on any small or medium figure that is within 2 clear sight spaces of the chosen Drow figure. You may inflict more than 1 wound on a single figure using Lolth's Wrath Special Attack. Figures affected by Lolth's Wrath Special Attack cannot roll any defense dice. After attacking with Lolth's Wrath Special Attack, destroy the chosen Drow figure.

()Insubstantial 3:
A Phantom Knight rolls 3 additional defence dice when rolling defense against a normal attack from a figure who is not adjacent.

()Iskra's Summoning:
Rechets of Bogdan do not start the game on the battlefield. They must be summoned onto the battlefield by Iskra Esenwein.

()Lethal Sting:
When rolling attack dice against a small or medium figure, if a Rechet of Bogdan rolls a skull on every die, the defending figure cannot roll any defense dice and is immediately destroyed.

()Helm of Mitonsoul Aura:
After moving and before attacking, Runa may use her Helm of Mitonsoul Aura. When using the Helm of Mitonsoul Aura, you must roll the 20-sided die for all figures within 3 clear sight spaces of Runa, one at a time. If you roll a 20, destroy the figure. Runa's Helm of Mitonsoul Aura does not affect Runa.

()Blood Frenzy:
When attacking with a Sahuagin Raider, it receives 1 additional attack die for each Wound Marker on the defending figure's Army Card, for a maximum of 3 additional 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.

()Soul Devour:
Before moving, each Shade of Bleakewoode you control may choose an adjacent unique hero. Roll the 20-sided die once for each Shade. If you roll 19 or 20, destroy the Shade of Bleakewoode figure, then take control of the chosen unique hero and remove any Order Marker on its card. You now control that Army Card.

()Blind Rage Special Attack:
Range 1 Attack 3
If Sir Hawthorne rolls at least 2 skulls with his Blind Rage Special Attack, Sir Hawthorne may attack again with his Blind Rage Special Attack. Sir Hawthorne may continue to attack with his Blind Rage Special Attack until he rolls fewer than 2 skulls.

()Necromancy
When a Skeleton of Annellintia you control is destroyed, roll the 20-sided die. If you roll an 11 or higher, place that Skeleton of Annellintia on the army card of any Unique Lord, Lady, Duke or Duchess you control.

()Reanimation
After revealing an order marker on this Army Card, before taking a turn with the Skeletons of Annellintia, you may remove one previously destroyed Skeleton of Annellintia from the Army Card of one Unique Hero you control and place it on any empty space adjacent to that Hero.

()Undead Legion
After taking a turn with the Skeletons of Annellintia, you may move two unengaged Skeletons of Annellintia you control who did not move or attack this turn up to 4 spaces each.

()Eternal Strength:
Anytime you roll the 20-sided die for Cyprien Esenwein’s Chilling Touch, you may add 2 to your die roll.

()Eternal Heartbreak:
If you control Cyprien Esenwein and he is destroyed, Sonya Esenwein immediately receives 2 wounds.

()Attack Aura:
All figures you control within 4 clear sight spaces of Taelord get +1 to attack. Taelord's Attack Aura does not affect Taelord.

()MASTER OF GREAT CONSTRUCTS
After revealing an Order Marker on Talingul, instead of taking that turn with Talingul, you may take a turn with up to two large or huge Construct Heroes you control. A figure taking a turn with Master of Great Constructs must be within 8 clear sight spaces of Talingul before moving.

()SPIKED GAUNTLET 14
After moving and before attacking, you may choose an opponent's small or medium Squad figure adjacent to Tetraites and roll the 20-sided die. If you roll a 14 or higher, the chosen figure receives one wound.

()FINISHING BLOW
After Tetraites inflicts one or more wounds on a small or medium Unique Hero with his normal attack, if that figure has only 1 Life remaining, you may destroy that Hero.

()Mind Blast Special Attack: Range 3. Attack 3.
Tul-Bak-Ra does not need clear line of sight to attack with the Mind Blast Special Attack.

()Teleportation:
Instead of moving Tul-Bak-Ra normally, you may choose any empty space that is on the same level and within 10 spaces of Tul-Bak-Ra. Place Tul-Bak-Ra on the chosen space. When Tul-Bak-Ra starts to teleport, if he is engaged he will not take any leaving engagement attacks.

()Teleport Reinforments:
When Tul-Bak-Ra receives one or more wounds from an opposing figure's Normal or Special attack but is not destroyed, you may choose one friendly Marro Squad figure for every wound Tul-Bak-Ra just 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 any leaving engagement attacks.

()SANGUINE SWORD
Each time Viceron the Blood Knight destroys a figure with a normal attack, you may remove a wound marker from this Army Card. Viceron cannot use Sanguine Sword on destructible objects.

()BLOODSTORM RITUAL
Range Special. Attack 4. Bloodstorm Ritual Special Attack affects all figures within 2 clear sight spaces of Viceron the Blood Knight. Roll 4 attack dice once for all affected figures. All affected figures roll defense dice separately. Bloodstorm Ritual Special Attack does not affect Viceron. After attacking with Bloodstorm Ritual Special Attack, place a wound marker on this Army Card.

()Evisceraxe Special Attack:
Range 1. Attack 5.
The Evisceraxe Special Attack cannot be used on small figures.

()Guard Leadership:
All Guards you control move one additional space.

()Zettian Targeting:
When attacking, if your second Zettian Guard attacks the same figure as the first Zettian Guard, add one attack die to the second Zettian Guard's attack.

()UTGAR SOULBORG BONDING
Before taking a turn with Zettian Infantry, you may take a turn with any Soulborg Hero you control who follows Utgar.

()CIRCUITRY 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.

()SWORN ENEMY
When attacking an opponent's Samurai or Ashigaru, Zhen Yuan rolls 1 additional attack die.

()EAGLE CLAW
Before attacking with Zhen Yuan, you may choose an opponent's adjacent figure to attack with Eagle Claw. If the chosen figure receives one or more wounds from Zhen Yuan but is not destroyed, Zhen Yuan may attack the chosen figure one additional time. For the second attack, the chosen figure subtracts 1 from its defense dice for each wound received on the first attack. You may not use Whirlwind Assault if you chose a figure for Eagle Claw this turn.

()WHIRLWIND ASSAULT
Zhen Yuan may attack any or all figures adjacent to him. Roll each attack separately.

()HORDE MOVEMENT
You may move up to 6 Zombies of Morindan that you control each turn. However, you may attack with only 3 Zombies of Morindan. You may attack with any 3 Zombies of Morindan, even Zombies of Morindan that you did not move this turn.

()ZOMBIE ONSLAUGHT SPECIAL ATTACK
Range 1. Attack 6.
Three Zombies of Morindan on the same level may combine their attacks and roll their attack dice as one attack. All Zombies of Morindan in the attack must be engaged to the targeted figure.

()ZOMBIES RISE AGAIN
If a Zombie of Moridan that you control destroys an opponent’s small or medium figure, replace that figure immediately, if possible, with one of your own previously destroyed Zombies of Morindan. Newly placed Zombies of Morindan cannot attack this turn. Undead are not affected by Zombies Rise Again.

Last edited by Heroscaper 101; June 1st, 2019 at 07:51 PM.
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Old March 4th, 2018, 01:35 AM
Heroscaper 101 Heroscaper 101 is offline
 
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Large

()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.

()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.

()EXPLOSIVE ROUNDS SPECIAL ATTACK
Range 5. Attack 3.
Choose a figure to attack. You may also choose one other figure adjacent to the targeted figure to be affected by Explosive Rounds Special Attack. Roll attack dice once for both figures. Each figure rolls defense dice separately. When Deathcommander Mark 3 attacks with his Explosive Rounds Special Attack, he may attack one additional time.

()Maul:
When rolling attack dice against a small or medium figure, if a Deathstalker rolls a skull on every die, the defending figure receives a wound for every skull, and cannot roll any defense dice.

()Rapid Fire Special Attack:
Range 7 Attack 3
If Deathwalker's Rapid Fire Special Attack inflicts a wound, he may attack again with his Rapid Fire Special Attack. Deathwalker may continue attacking with his Rapid Fire Special Attack until he does not inflict a wound.

()Explosion Special Attack:
Range 7. Attack 3.
Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by the Explosion Special Attack. Deathwalker only needs a clear sight shot at the chosen figure. Roll 3 attack dice once for all affected figures. Each figure rolls defense dice separately. Deathwalker can be affected by his own Explosion Special Attack.

()Range Enhancement:
Any Soulborg Guards adjacent to Deathwalker add 2 spaces to their range.

()Road Strength:
Add 1 to Dumutef Guard's attack and defense while on a road space.

()Devourer Attack Enhancement:
All friendly Devourers adjacent to a Dumutef Guard receive an additional attack die.

()DEADLY STRIKE
When attacking with Executioner 616, each skull rolled counts as one additional hit.

()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.

()Blood Frenzy:
When attacking with this Feral Troll, it receives 1 additional attack die for each Wound Marker on the defending figure's Army Card, for a maximum of 3 additional attack dice for Blood Frenzy.

()Regenerate:
After taking a turn with this Feral Troll, remove 1 Wound Marker from this Feral Troll's army card.

()Marro Warlord Bonding:
Before taking a turn with Grok Riders, you may first take a turn with any Marro Warlord you control.

()Mark of the Warlord:
When attacking a figure that is adjacent to any Marro Warlord, Grok Riders add 2 to their attack dice.

()Grok Training:
Marro Hive cannot rebirth Grok Riders with its rebirth special power.

()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.

()Cold Regenerate:
After taking a turn with this Ice Troll Berserker, remove 1 wound marker from this Ice Troll Berserker's Army Card. If it is on a snow or ice space, remove 1 additional wound marker.

()LEAPING ASSAULT
After moving and before attacking, if Kon-Tar-Na moved less than 4 spaces, he may use Leaping Assault. Choose an opponent's figure within 3 clear sight spaces and place Kon-Tar-Na on any unoccupied space adjacent to the chosen figure. Kon-Tar-Na may not move more than 7 levels up or down using Leaping Assault. If Kon-Tar-Na is engaged when he starts his Leaping Assault, he will take any leaving engagement attacks.

()TASTE OF BLOOD
Once per turn, after attacking, if Kon-Tar-Na destroyed an opponent's figure, you may attack one additional time with Kon-Tar-Na. Before the additional attack you may use his Leaping Assault special power.
()Wild Pack Movement:
Before moving, roll the 20-sided die.
If you roll a 1-3, add 1 to the move value of this card.
If you roll a 4-6, add 3 to the move value of this card.
If you roll a 7-20, add 7 to the move value of this card.

()Marro Plague:
After moving and before attacking, you must roll the 20-sided die once 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 the Marro Plague.

()Paralyzing Stare 16:
After moving and before attacking, choose any small or medium figure within 6 clear sight spaces of Me-Burq-Sa. Roll the 20-sided die. If you roll a 16 or higher, the chosen figure cannot roll any defense dice if attacked by Me-Burq-Sa this turn.

()Disengage:
Nerak is never attacked when leaving an engagement.

()Orc Defensive Aura 1:
All Orc figures within 4 clear sight spaces of Nerak add 1 to their defense dice. Nerak's Orc Defensive Aura does not affect Nerak.

()Snow Strength:
Add 1 to Nerak's attack and defense while on a snow space.

()Double Attack:
When this Ogre Pulverizer attacks, it may attack one additional time.

()Lumbering Bully:
When attacking with this Ogre Pulverizer, all excess shields rolled by the defending figure count as unblockable hits inflicted by the defending figure on this Ogre Pulverizer.

()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 each figure adjacent to it, if possible. Roll each attack separately.

()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.

()Acid Spray Special Attack:
Range 4. Attack 4.
Choose a figure to attack. You may also choose up to two other figures adjacent to the targeted figure to be affected by Acid Spray Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately.

()Lurking Ambush:
If Othkurik starts his turn unengaged and on at least one shadow or swamp water space, for this turn add 1 to Othkurik's movement and 3 to his Attack value.

()Flying:
When counting spaces for Othkurik's movement, ignore elevations. Othkurik may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Othkurik starts to fly, if he is engaged he will take any leaving engagement attacks.

()LAZY
If Pel is engaged, he cannot move normally.

()HEAVY AXE
Pel cannot make leaving engagement attacks against small or medium figures.

()Orc Archer Enhancement:
All friendly Orc Archers adjacent to a Swog Rider receive an additional attack die and an additional defense die.

()Battle Axe:
If Torin is attacking a small or medium figure, add 2 dice to Torin's attack.

()Evil Eye Protection:
When Torin, or any friendly small or medium Utgar figure adjacent to Torin, rolls defense dice against a normal attack from a non-adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure.

()Orc Warrior Enhancement:
All friendly Orc Warriors adjacent to Tornak receive an additional attack die and an additional defense die.

()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.

()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.

Last edited by Heroscaper 101; June 1st, 2019 at 07:53 PM.
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Old March 4th, 2018, 03:51 PM
Heroscaper 101 Heroscaper 101 is offline
 
Join Date: January 24, 2018
Location: USA - CA - Clovis (Town)
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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: Heroscaper 101's bestiary

Huge

()HACK AND SLASH SPECIAL ATTACK
Range 1, Attack 4.
When Bramcephys attacks with his Hack and Slash Special Attack, he may attack one additional time. He cannot attack the same figure more than once this turn.

()ENRAGED
When revealing an Order Marker on Bramcephys, after taking Bramcephys's turn, if there are six or more wound markers on this card you may take one additional turn with Bramcephys.

()EVIL EYE GLARE
When rolling defense dice against a normal attack from a non-adjacent opponent, if there are any excess shields, you may choose either the attacking figure or a figure adjacent to the attacking figure to receive one wound.

()Hydra Heads:
When this Fen Hydra attacks, it may attack up to 4 times. Reduce the number of times this Fen Hydra can attack by 1 for each wound marker on this Army Card.

()Reach:
If an opponent's figure is within 2 spaces of this Fen Hydra, and its base is no more than 3 levels above this Fen Hydra's height or 3 levels below this Fen Hydra's base, this Fen Hydra may add 1 to its Range when attacking that figure.

()Slither:
The Fen Hydra does not have to stop its movement when entering water spaces.

()Indomitable
If this Frost Giant of Morh begins its turn unengaged, add 2 to its Move value this turn. If it begins its turn engaged, add 2 to its Attack value this turn.

()Battle Frenzy
After attacking with this Frost Giant of Morh, roll the 20-sided die. If you roll a 16 or higher, you may attack again with this Frost Giant of Morh.

()Dying Swipe
If this Frost Giant of Morh is attacked with a normal attack by an opponent's figure and receives enough wounds to be destroyed, roll 3 attack dice. One at a time for each skull rolled, you may inflict 1 wound on any figure that is adjacent to this Frost Giant of Morh. Figures affected by Dying Swipe cannot roll any defense dice and can receive more than 1 wound each. After using Dying Swipe, remove this Frost Giant of Morh from the battlefield.

()Chomp:
Before attacking, choose one medium or small figure adjacent to Grimnak. If the chosen figure is a Squad figure, destroy it. If the chosen figure is a Hero figure, roll the 20-sided die. If you roll a 16 or higher, destroy the chosen Hero.

()Orc Warrior Enhancement:
All friendly Orc Warriors adjacent to Grimnak roll an additional attack die and an additional defense die.

()SPLIT DECISION
At the start of Grigor & Rogirg's turn, if there are 3 or fewer wound markers on this Army Card, you must toll the 20-sided die. If you roll a 6 or lower, Grigor & Rogirg cannot attack if they move this turn.

()TWO HEADS ARE BETTER THAN ONE
After attacking with Grigor & Rogirg, if there are 3 or fewer wound markers on this Army Card, they may attack one additional time.

()Wounded Smash:
When Krug attacks, he receives one extra attack die for each wound marker he has.

()Double Attack:
When Krug attacks, he may attack one additional time.

()Hive Mind:
After revealing an Order Marker on this Army Card, you may take a turn with any small or medium common Marro Squad you control before taking a turn with Marro Hive. Any figure that is taking a turn must be within 12 clear sight spaces of Marro Hive, prior to its movement.

()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 figure from your army on an empty space adjacent to Marro Hive.

()Fire Line Special Attack:
Range Special. Attack 4.
Choose 8 spaces in a straight line from Mimring. All figures on those spaces who are in line of sight are affected by Mimring's Fire Line Special Attack. Roll 4 attack dice once for all affected figures. Affected figures roll defense dice separately.

()Flying:
When counting spaces for Mimring's movement, ignore elevations. Mimring may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Mimring starts to fly, if he is engaged he will take any leaving engagement attacks.

()Burning Breath Special Attack
Range 4 Special Attack 4
Choose a figure to attack, you may also choose 4 spaces in a straight line from the targeted figure. All figures on those spaces that are within line of sight of Moltenclaw are affected by Burning Breath Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately, Moltenclaw is not affected by Burning Breath Special Attack. See Mimring for more details.

()Lava Resistant
Moltenclaw never rolls for molten lava damage and lava field damage, and he does not have to stop on molten lava spaces.

()Sweeping Sword Special Attack:
Range 1 Attack 5.
Choose a figure to attack. Any figures adjacent to both Shurrak and the chosen figure are also affected by Sweeping Sword Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately.

()Knockback 14:
When a small or medium figure rolls defense dice and is not destroyed by a normal or special attack from Shurrak, immediately roll the 20-sided die. If you roll a 14 or higher, you may Knockback that figure by placing it on any empty space within 3 clear sight spaces of Shurrak. The space must be on the same level as or lower than its current location. A figure moved by Knockback never takes any leaving engagement attack. A non-flying figure moved lower by Knockback can recieve any falling damage that may apply.

()Hive Supremecy:
Anytime you roll the 20-sided die for a Marro or Wulsinu Army Card, you may add 1 to your die roll.

()Trample Stomp:
At any point while moving, Tor-Kul-Na may choose a small or medium figure that is adjacent, on the same level, and on a space where Tor-Kul-Na may end his movement. Roll the 20-sided die. If you roll 1-7, the figure is safe and Tor-Kul-Na's movement ends. If you roll 8-20, the chosen figure receives one wound. If the wound destroys the figure, move Tor-Kul-Na onto the space occupied, and you may continue Tor-Kul-Na's movement. If the chosen figure is not destroyed, Tor-Kul-Na's movement ends. Tor-Kul-Na must be on a space where he can end movement each time he uses this power.

()Lycanthropy:
This Werewolf Lord starts the game 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, and Destructible Objects.

()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 oppenent's Hybrid Hero, you control that Hero for the duration of its turn. At the end of its turn, control of the Hybrid Hero returns to its previous owner. All Order Markers that were on the figure's Army Card will stay on the Army Card.

()Coil Crush:
When attacking a small, medium or large figure, if Wo-Sa-Ga inflicts at least 2 wounds, roll the 20-sided die. If you roll a 15 or higher, destroy the defending figure.

Last edited by Heroscaper 101; June 1st, 2019 at 07:54 PM.
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