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Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment |
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#1
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+-Nosada's Customs-+ New Added 2/22+
Hello, I am Nosada. I've never made figures before. This is my first try. I used sculpy and some old model paint I had. Here's what I got so far, let me know what you think.
Scorpion: Move: 5 Range: 1 Attack: 5 Defense: 5 Medium 5 Life : 5 200 points Spear Attack- Range:4 Atk:1 place targeted figure on a space adjacent to Scorpion. You may attack normally after this. Spectral Punch- Range:2 Atk:5 place Scorpion on a space adjacent to targeted figure. Fatality- Range:1 Atk:SP May only target adjacent small or medium figures that currently have 1 life. Roll 1 D20. If it is 2,5,16 or 18, the targeted figure is destroyed. ------------------------------------------------------------------------------------ Sub-Zero Move: 5 Range: 1 Attack: 5 Defense: 5 Medium 5 Life : 5 200 points Ice Blast- Range:4 Atk:1 Ignore counterstrike. at the beggining of targeted figure's next turn, it's move is reduced to 0 until the end of that turn. You may attack normally after this. Ice Clone Evasion 16 before rolling defense dice against an adjacent attack, roll 1 D20. if it is 16 or higher, the attack missed, and you may move Sub-Zero up to 2 spaces. The attacking figure's move is reduced to 0 at the beggining of it's next turn, until the end of that turn. Fatality- Range:1 Atk:SP May only target adjacent small or medium figures that currently have 1 life. Roll 1 D20. If it is 3,7,11 or 15, the targeted figure is destroyed. --------------------------------------------------------------------------------- Bomb(Final Fantasy) Squad Move: 4 Range: 1 Attack: 3 Defense: 4 Small 3 Life: 1 100 Points Flying Bomb Blast- Range:0 Atk:4 Sacrifice a bomb; all figures adjacent to the sacrificed bomb take 1 attack of 4. Attack and Defense dice are rolled seperately for each figure. ------------------------------------------------------------------------------------ Cactuar(Final Fantasy) Move: 5 Range: 0 Attack: 0 Defense: 4 Small 3 Life: 1 70 Points Disengage 1000 Needles- Range:2 Atk:0 Roll 1 D20, if it's 5 or lower, 1000 Needles misses. Otherwise, 1000 Needles counts as 3 automatic skulls. Hard to Hit: When rolling defense dice, 1 shield will block all skulls from any attack. ------------------------------------------------------------------------------------- Nosada's Pikachu Move: 7 Range: 4 Attack: 3 Defense: 2 Small 2 Life: 4 100 Points Climb x2 Agility Pikachu may move after attacking; he may not move more spaces than his move limit in one turn. ThunderShock- Range:3 Atk:5 Plus 1 Attack dice against Soulborgs. ------------------------------------------------------------------------------------ Tonberry Move: 1 Range: 0 Attack: 0 Def: 4 Life: 2 40 Points Chef's knife: Range:1 Atk: SP Destroy adjacent figure. If it is a unique figure, roll 1 D20. If it is 15 or lower, the figure is not Destroyed. Everybody's Grudge: Range: 1 Atk: X X = the number of figures that targeted figure's controller has destroyed during this game. Step: Tonberry may move up 1 space of elevation in addition to his normal move. ------------------------------------------------------------------------------------ Marro Pulse Troops Move: 5 Range: 5 Attack: 1 Defense: 4 Med 5 Life 1 75 PTS Deadly Strike- Skull rolled count for one additional hit Arc Plasma- Marro Pulse Troops get + 1 Atk against Soulborgs and +1 Atk against figs in water. When Marro Pulse Troops attack, any figures adjacent to the defending figure also take attacks. Attack and Defense is rolled seperately for each figure. ------------------------------------------------------------------------------------- Marro Field Pod Move: 0 Range: 0 Attack: 0 Defense: 3 Med 6 Life 3 60PTS Hive Link: After revealing an order marker on this card, you may take a turn with any small or medium common marro squad you control before taking a turn with Marro Field Pod. Targeted squad must be within 6 clear sight spaces. Marro Respawn: After taking a turn with Marro Field Pod, you may roll the D20. If it is 14 or higher, you may place one previously destroyed common marro squad figure you control on an empty space adjacent to Marro Field Pod. Marro Gas: When Marro Field Pod takes a wound, all figures adjacent to it must make a saving roll. If it is a skull they take one wound. If the figure is a marro, it may remove one wound marker instead. ------------------------------------------------------------------------------------ Octoroks (Zelda Series) Move 6 Range 5 Attack 2 Defense 3 Small 3 Life 1 30 Points ------------------------------------------------------------------------------------ So that's all I've made for now. They aren't the great, but they aren't terrible either. They are fun to play with. I haven't gotten around to making cards yet, I just wrote the stats on notebook paper. Any comments would be appreciated, thanx. |
#2
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I think the bombs are a little over priced, but other than that, good!
How do you get a signature??? |
#3
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#4
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Opps... I didn't see that they flew. I thought that because of the move of 4. Knowing that I gress they are worth 110 points.
How do you get a signature??? |
#5
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#6
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Does Pikachu take leaving engagement damage when using agility? The people must know!
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#7
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Part of the Agility power could be that Pikachu is never attacked when leaving an engagement. I dont think thats worth a cost increase though, since he seems a little bit over priced as he is. It would fill the extra points.
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#8
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I can say that these look great! You will get better and better with time, but until then, keep up the good work.
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#9
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I've been doing it so that Pika does take the disengage roll. I thought the agility ability alone was strong enough. But I don't have the best judgement of points, so maybe I could add disengage to him.
Thanks for the comments. When I finish the Marlboro I'll post it. I'm putting the tentacles on now. |
#10
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You should do a Chocobo mount!
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#11
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I actually started on Bahamut. But he is proving to be very difficult. |
#12
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I can imagine...
FF + Heroscape = |
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