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  #25  
Old July 23rd, 2018, 09:14 AM
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Scapemage Scapemage is offline
From less than zero to Hero!
 
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Re: Heroscaper 101 customs. [Updated]

Fun stuff! Toxic breath is a really long range AOE. 9 life is huge, but only 4 defense on a 210 point figure, so not too bad.

Like Superheroes and Comics?
C3G Project is Always Looking for New Members!

Head here to get started!

Playtesting is the most helpful thing!
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  #26  
Old July 23rd, 2018, 10:52 AM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: Heroscaper 101 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.


Last edited by Heroscaper 101; December 12th, 2023 at 12:24 PM.
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  #27  
Old July 30th, 2018, 04:35 PM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: H101 customs. [Updated]

Kyn

Peaceful Time 1/4
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
C3V and SoV Custom Synergies
Spoiler Alert!
The figure used for this unit is Caravan Guard Angelfire #001 Wizards of the Coast set.
Kyn

Stay Frosty 2/4
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
C3V and SoV Custom Synergies
Spoiler Alert!
Kyn

Feel the Heat 3/4
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
C3V and SoV Custom Synergies
Spoiler Alert!
Kyn

Seek our Treasure 4/4
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
C3V and SoV Custom Synergies
Spoiler Alert!

Last edited by Heroscaper 101; December 3rd, 2023 at 02:38 AM.
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  #28  
Old July 31st, 2018, 04:24 PM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: H101 customs. [Updated]

Only Blade Master can use these powers.

Bonding/Turns


Defensive


Enhancements/Auras













Miscellaneous







Movement








Special Attack
Admantine Scimitar Special Attack Blade Master
Range 1. Attack 3.
Figures roll 2 fewer defense dice against this special attack. You may attack one additional time with this special attack.
Adamantium Longsword Special Attack Blade Master
Range 1. Attack 3.
Androids, Destructible Objects, Constructs, Cyborgs, Golems and Soulborgs subtract 3 from their defense dice when attacked by <Name> with an adjacent attack.

























Terrain
Into the Dark LV 2
If <Name> is on a Shadow Tile add 2 dice to <Name>'s attack. If the opponent's figure is adjacent to a figure you control roll an additional attack dice for this normal attack.










Utility

Last edited by Heroscaper 101; November 6th, 2023 at 05:33 PM.
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  #29  
Old September 14th, 2018, 02:24 PM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: H101 customs. [Updated]

Bonding/Turns Power - Powers that can take another turn or move a squad on another different Army Card.

C3G
Agents of S.H.I.E.L.D.
After revealing an Order Marker on this card, instead of taking a turn with Phil Coulson, you may choose one of the following:
  • Move up to 4 Unique Agent Heroes you control up to 5 spaces each.
  • Take a turn with any 2 Unique Agent Heroes you control, during which they cannot move, and you may not take any additional turns with other figures you control.
  • Take a turn with any Unique Agent Hero you control, and you may not take any additional turns with other figures you control.
Chosen Agents must start their turn or movement within 6 spaces of Phil Coulson. Phil Coulson may be one of the chosen Agents.


Command and Conquer
After revealing an Order Marker on this card, instead of taking a turn with Darkseid, you may take a turn with 1 Unique Hero you control or up to 2 Parademon Squads you control. If they do not destroy a figure, you may choose for one of them to receive a wound. If they receive that wound, take a turn with Darkseid and no other additional turns.


Director of S.H.I.E.L.D.
After revealing a numbered Order Marker on this card and instead of taking a turn normally with Nick Fury, you may immediately choose one Common or Unique Hero you control to take a turn. Nick Fury may be that chosen hero. If the chosen hero is an Agent, you may also take a turn with an Agent Squad you control. You may choose which unit to activate first.


Reluctant Hero
If there are no Order Markers on this card and a Unique Hero you control is destroyed, you may move all unrevealed Order Markers from that Hero's Army Card to this card.


Shazam!: Wisdom of Solomon
After an opponent reveals an Order Marker and before that opponent takes a turn, you may choose 1 unrevealed Order Marker on this card and place it on any other Army Card you control, or choose 1 unrevealed Order Marker on any other Army Card you control and place it on this card.




Soldier Cover Fire
If Donald Ferguson inflicts one or more wounds on an opponent’s figure, you may move one Soldier figure you control that is within 8 clear sight spaces of Donald Ferguson up to 4 spaces.




Tactical Pressure
After Ninjak or a figure you control within 4 clear sight spaces of Ninjak receives a wound, you may immediately reveal an "X" Order Marker on this card. While there is a revealed "X" Order Marker on this card, after revealing an Order Marker on a card you control, instead of taking a turn with that card, you may take a turn with Ninjak. If there is a revealed "X" Order Marker on this card, when Ninjak attacks with a normal attack, count all blanks rolled as additional skulls.



"We Will Destroy Everything!"
After revealing an Order Marker on this card and before taking a turn with Bebop, you may take a turn with another Brute Hero you control within 4 clear sight spaces of Bebop. .

Last edited by Heroscaper 101; December 3rd, 2023 at 02:43 AM.
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  #30  
Old October 8th, 2018, 07:24 PM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: H101 customs. [Updated]

Monster Mayhem
Giants of Eberron
Ogre Brutes - Unique Ogre Squad
Spoiler Alert!

Last edited by Heroscaper 101; November 5th, 2023 at 03:11 PM.
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  #31  
Old October 18th, 2018, 01:20 AM
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MrNobody MrNobody is offline
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Re: Heroscaper 101 customs. [Updated]

Hey Heroscaper, would you be interested in continuing to work on Gilliam here? I am open to discussing it with you, if he's a design you want to consider working on.
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  #32  
Old October 24th, 2018, 01:22 AM
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Re: Heroscaper 101 customs. [Updated]

@Heroscaper 101


Is this the most up-to-date version of Gilliam?

Are you happy with this version of Gilliam?
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  #33  
Old October 24th, 2018, 01:41 AM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: Heroscaper 101 customs. [Updated]

Quote:
Originally Posted by MrNobody View Post
@Heroscaper 101


Is this the most up-to-date version of Gilliam?

Are you happy with this version of Gilliam?
Yes, this is the latest version of Gilliam and I am happy with it.
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  #34  
Old October 24th, 2018, 01:46 AM
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Re: Heroscaper 101 customs. [Updated]

If you’re happy with it, then you don’t have to keep changing the powers on the card. Run some more playtests with him against different kinds of armies and start trying to lock down where his points should be at. Once you have all that figured out, he’ll be close to finished and you can start work on your next custom! Maybe you can make some Guard buddies to team up with Gilliam, that would be cool. But let’s get Gilliam wrapped up first.
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  #35  
Old October 27th, 2018, 07:03 PM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: Heroscaper 101 customs. [Updated]

Monster Mayhem -
A Troll's Reckoning
Skalmad - Unique Troll Hero
Spoiler Alert!

Razor Blood-edge - Unique Troll Hero
Spoiler Alert!

Last edited by Heroscaper 101; November 5th, 2023 at 08:53 AM.
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  #36  
Old October 27th, 2018, 07:13 PM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: Heroscaper 101 customs. [Updated]

Utility Power - Power that may decrease your opponent defense, do an additional attack, increase attack dice and cause a wound in some way.

C3G
12th Level Intellect
After any attack dice, defense dice, or the 20-sided die is rolled for Brainiac or any figure within clear sight of Brainiac, you may immediately remove an "X" Order Marker from this card and add or subtract a skull, shield, blank, or 1 from that roll.



Accursed Wail
Before taking a turn with Silver Banshee, if there are any Wound Markers on this card, you must choose X spaces in a straight line from her. X equals the number of Wound Markers on this card. All figures on the chosen spaces, and all figures other than Silver Banshee within 1 space of the chosen spaces, are affected. Roll the 20-sided die once for all affected figures. If you roll 14 or higher, all affected Symbiotes receive two wounds and all other affected figures receive one wound.


Adamantium Claws
Figures subtract 2 from their defense dice when attacked by Lady Deathstrike with an adjacent normal attack.

Adaptive Assault
When Nimrod attacks, he may attack one additional time. If Nimrod targets the same figure for this additional attack, you may reveal an "X" Order Marker on this card to add 1 to his Attack number and negate all of the defending figure's special powers for the rest of this turn.





Assess Weakness 11
Before moving with Batman, you may choose a figure within 2 clear sight spaces and roll the 20-sided die. If you roll 11 or higher and Batman attacks the chosen figure with his normal attack this turn, it subtracts 3 from its Defense number, or 6 from its Defense number if it is a destructible object.




Blinding Light
Opponents' figures within 5 clear sight spaces of Doctor Light cannot use attacks or special powers that require clear sight. Figures with the Blind Warrior or Sensory Assault special power are not affected by Blinding Light.

Bludgeoning Strike
When a defending figure receives one or more wounds from Hogun's normal attack, you may inflict one additional wound on it or any figure adjacent to it.


Bo Staff
After moving and before attacking with a normal attack against an adjacent figure, you may subtract any number of Batgirl's attack dice from your roll, to a minimum of 1 attack die. If you do, you may attack one additional time for each die subtracted.


Brutal Double Attack
When Daredevil attacks with an adjacent normal attack, he may attack one additional time. After each adjacent normal attack with Daredevil, if he inflicted one or more wounds on the defending figure and that figure has only one Life remaining, roll an unblockable attack die against that figure.






Commando Backup
If Dum Dum Dugan attacks a figure engaged with any other Agent you control, he may attack one additional time.



Combat Dexterity
Hawkgirl may attack with her normal attack up to 2 times at any point before, during, or after her normal move as long as she is on a space where she could end her movement.

Combat Training 2
When Red Skull attacks an adjacent figure with a normal attack, add 2 to his Attack number. After attacking a non-adjacent figure with a normal attack, Red Skull may attack one additional time.




Concussive Energy Beam
Before moving with Black Manta, you may choose a figure within 4 clear sight spaces and roll the 20-sided die. If you roll 11 or higher, place the chosen figure on any empty space within 2 spaces of its original placement and that figure subtracts 2 from its Defense number until the end of Black Manta's turn. A figure moved by this special power never takes leaving engagement attacks and cannot be placed closer to Black Manta than its original placement.






Contact Pyrokinesis 15
After moving and before attacking with Abigail Brand, you may choose an adjacent figure and roll the 20-sided die. If you roll 15 or higher, the chosen figure receives 1 wound. Figures with the Lava Resistant special power are not affected by Contact Pyrokinesis.



Courage of Mehen
If an opponent chooses Black Adam for any special power and rolls the 20-sided die, and that opponent rolls 18 or lower, the opponent's figure using the power immediately receives 1 wound.










Diversion
Agents you control do not take leaving engagement attacks from opponents' figures that are within 5 clear sight spaces of Dum Dum Dugan.

Electrically Charged
Thunderbolt rolls 1 fewer defense die when he is on a water space.



Evil Courage of Asmodeus
After an opponent rolls the 20-sided die for a figure adjacent to Sabbac, you may roll the 20-sided die. If your result is higher, that figure receives 1 wound.

Ferocious Strike
When attacking with Battle Beast’s normal attack, if you roll at least:
• 2 skulls, subtract 2 from the defending figure's Defense number; and
• 4 skulls, the defending figure immediately receives 1 wound; and
• 6 skulls, wounds inflicted with that attack cannot be ignored.




Flame on 4
Once per turn, before Human Torch begins to fly and after receiving any damage from leaving engagement attacks that may apply, immediately roll the 20-sided die once for each figure engaged with Human Torch. If you roll 4 or higher, that figure receives two wounds. Figures with the Lava Resistant special power are not affected by Flame On 4.

Freeze Breath 9
Before taking a turn with Supergirl, you may choose up to two figures adjacent to Supergirl. Roll the 20-sided die. If you roll 9 or higher, the chosen figures subtract 1 from their Defense number and may not move this player turn.



Freeze Breath 11
Before taking a turn with Superman, you may choose up to two figures adjacent to Superman. Roll the 20-sided die. If you roll 11 or higher, the chosen figures subtract 1 from their Defense number and may not move this player turn.




Freeze Vision
Before taking a turn with Bizarro, you may choose a figure within 4 clear sight spaces of Bizarro. Roll the 20-sided die. If you roll 16 or higher, the chosen figure rolls 1 fewer defense die this turn.



Furious Assault
If Red Arrow attacks an adjacent figure with his normal attack and rolls at least 2 skulls, he may attack an adjacent figure again with his normal attack. Red Arrow may continue attacking adjacent figures with his normal attack until he rolls fewer than 2 skulls. Red Arrow cannot attack more than four times in a single turn.



Hell's Flash
Instead of moving and attacking with Android 16, you may choose an adjacent figure and roll the 20-sided die. If you roll 6 or higher, the chosen figure receives one wound. If you roll 16 or higher, also remove one unrevealed Order Marker at random from the chosen figure's card.



Incognito
When Mystique is adjacent to an opponent's small or medium figure, all opponents' figures must be adjacent to Mystique to attack her. Mystique may attack non-adjacent figures when she is engaged.


Imposing Presence
Opponent's figures engaged with Darkseid subtract 1 die from their normal Attack number and 1 die from their Defense number, to a minimum of 1 die each.






Incorporeal
Opponents' figures must be adjacent to Thinker to attack him with a normal or special attack. Thinker is never attacked when leaving an engagement.





Infiltration Gear
When moving up levels of height to move onto a space with Ninjak, count one space for the first four levels and only count one space for each four levels after the first four. You may ignore Ninjak’s height of 5 when climbing. Ninjak never takes falling damage or major falling damage. When Ninjak moves, he does not take leaving engagement attacks.



Intangibility
Amazo can move through all figures, Fortress Walls, and obstacles, and is never attacked when leaving an engagement. Amazo cannot be targeted by opponents' non-adjacent figures for any attacks or for any opponents' special powers that require clear sight.



Invisibility
Invisible Woman can move through all figures, is never attacked when leaving an engagement, and cannot be targeted by opponents' non-adjacent figures for any attacks or special powers that require clear sight.

Kick Me
If Bombastic Bag-Man is attacked by an adjacent figure that was not engaged with him at the start of its turn, subtract 2 from Bag-Man's Spidey-Senses roll this turn.



Mental Machinations 12
While there is a revealed Order Marker on this card, before a figure without the Mental Shield special power that is within 6 spaces of Ultra-Humanite takes a turn, you may roll the 20-sided die. If you roll 12 or higher, inflict a wound on a figure adjacent to that figure.



Magnetic Turbo Insulators II
After moving and before attacking, you may choose a small or medium figure within 4 clear sight spaces of Iron Man. Roll the 20-sided die. If you roll 9 or higher, you may place the chosen figure on any unoccupied space within 4 spaces of its original placement. The chosen figure will not take any leaving engagement attacks but will take any falling damage that may apply. After using Magnetic Turbo Insulators, Iron Man may use it one additional time.





Mocking Words
Anytime Mockingbird is targeted for an adjacent or non-adjacent normal attack by a figure within 3 clear sight spaces of her, you may roll the 20-sided die. If you roll 11 or higher, the attacking figure rolls 1 fewer attack die if it attacks Mockingbird this turn. Androids are not affected by Mockingbird’s Mocking Words.

Nerve Punch
When attacking an opponent's adjacent figure with a normal attack, add one automatic skull to whatever is rolled. If Batman inflicts one or more wounds on an adjacent Unique Hero with a normal attack, you may immediately remove one unrevealed Order Marker at random from the defending figure's Army Card.

Not in the Face
When Arthur is attacked by a normal attack from an adjacent enemy figure, subtract one skull from the roll.



Personal Gravity Manipulation
Spider-Boy never takes leaving engagement attacks. When counting spaces for Spider-Boy's movement, elevation changes of up to 3 levels count as 1 space. Once per turn, you may count an elevation change of up to 30 levels as 1 space. After rolling defense dice for Spider-Boy, you may move him up to 3 spaces.



Phase Attack
Reverse-Flash may attack with his normal attack up to 2 times at any point before, during, or after his normal move as long as he is on a space where he could end his movement. When Reverse-Flash attacks with a normal attack, if he moved through the defending figure this turn, after defense dice are rolled, you may subtract 1 shield from the roll.



Piercing Shot
When an opponent's non-adjacent figure receives one or more wounds from Green Arrow's normal attack, roll the 20-sided die.
• If you roll 1-11, place Wound Markers normally.
• If you roll 12-17, the defending figure receives one additional wound.
• If you roll 18 or higher, the defending figure receives two additional wounds.






Poison Tipped Claws 13
After attacking a Unique Hero with Cheshire's normal attack, if Cheshire rolled at least 1 skull, you may roll the 20-sided die. If you roll 13 or higher, the defending figure immediately receives one wound. Androids, Constructs, and Undead are not affected by Poison Tipped Claws. You may roll for Poison Tipped Claws even if Cheshire is destroyed in the attack.







Pounding Fists
Figures without the Super Strength special power roll 1 fewer defense die against Bane’s normal attack. If Bane inflicts one or more wounds with his normal attack, he may attack the same figure one additional time.


Power of Aton Lightning Strike
After attacking with Black Adam, you may roll the 20-sided die. If you roll 16 or higher the defending figure receives 1 wound. If the defending figure does not have the Super Strength special power it receives 1 additional Wound.


Power over Light
Energy Constructs cannot roll any defense dice against Doctor Light's normal attack.

Rage Smash 5
When Hulk attacks with a normal attack, roll 1 additional attack die for for each Wound Marker on this card, up to a maximum of 5 extra dice for Rage Smash.




Reactionary Combat
After attacking an opponent's adjacent figure, if you rolled at least two blanks, the defending figure immediately receives a wound. After defending against an attack from an opponent's adjacent figure, if you rolled at least two blanks, the attacking figure immediately receives a wound.

Reckless Advance
If Batgirl attacks an adjacent figure that she was not engaged with at the start of the turn, add 1 automatic skull to whatever is rolled. During this attack, all excess shields from the defending figure count as unblockable hits inflicted on Batgirl by that figure.





Rocket Jump
Instead of moving and attacking with Bomb Queen, roll an unblockable attack die against all figures adjacent to her, then you may move Bomb Queen up to 6 spaces. When moving with Rocket Jump, Bomb Queen has the Flying special power and will not take any leaving engagement attacks.





Self-Sacrifice
If a friendly figure within 3 clear sight spaces of Jocasta is attacked with a normal attack and would receive one or more wounds, Jocasta may move adjacent to that figure, if possible, and receive those wounds instead. If she does, and the attacking figure is within 4 clear sight spaces of Jocasta, the attacking figure receives one wound. When Jocasta uses Self-Sacrifice, she will take any leaving engagement attacks.



Serpent Crush 13
Instead of attacking, you may choose an adjacent figure and roll the 20-sided die. If you roll 13 or higher, the figure receives a wound. You may continue to roll for Serpent Crush until the figure is destroyed or you do not roll 13 or higher.





Serpentine Movement
Seth does not have to stop his movement when entering water spaces and is never attacked when leaving engagements.






Silver Weapons
When Agent Hunter attacks with a normal attack, he may attack one additional time. Undead and Lycanthrope figures roll 2 fewer defense dice against Agent Hunter's normal attack.


Shaolin Fire
When attacking with Liu Kang's normal attack, each blank rolled counts as 2 additional skulls. Liu Kang may attack normally twice per turn.






Skill Shot
Before attacking with a normal non-adjacent attack, you must first roll the 20-sided die.
• If you roll 1, you may not attack this turn.
• If you roll 2-10, attack normally.
• If you roll 11-19, the targeted figure rolls 2 fewer defense dice.
• If you roll 20, the targeted figure cannot roll defense dice.


Sniper Targeting
If Low-Light does not move this turn, you may add 3 to his Range number and 1 automatic skull to whatever is rolled when he attacks a non-adjacent figure.




Speed of Craetis
Sabbac is never attacked when leaving an engagement. After taking a turn with Sabbac, you may immediately move him up to 2 spaces.





Swordplay
If Fandral attacks an adjacent figure with his normal attack and at least one skull is rolled, he may attack an adjacent figure again. He may continue attacking adjacent figures, rolling 1 fewer attack die for each subsequent attack, until you fail to roll a skull.



Tactical Sabotage
Before taking a turn with a Unique Hero you control that is an Antagonist or Mercenary, you may reveal an "X" Order Marker on this card. If you do, all figures engaged with Deathstroke subtract 2 from their Defense numbers for that Hero's turn.

Tail Smash
When attacking with Dragon Man's normal attack, you may choose for the attack to also affect all figures adjacent to the defending figure except Dragon Man. Roll attack dice once for all affected figures. Each figure rolls defense dice separately.

Tail Whip
When Lizard attacks with his normal attack, you may choose one figure that is adjacent to both Lizard and the defending figure. If the defending figure receives one or more wounds from Lizard's normal attack, the chosen figure receives a wound.




Ultra-Force Shield 7
If a figure targets Brainiac for an attack, the player controlling that figure must roll the 20-sided die. If they roll 7 or lower, the figure’s turn immediately ends and, if that figure is engaged with Brainiac, it receives one wound.



Uncontrolled Rage
When attacking with Mammoth, if you do not roll a blank, all skulls rolled count as one additional hit.








Venomous Bites
If Medusa rolls a skull against a figure leaving an engagement with her, that figure receives one additional wound and may not leave the engagement with Medusa this turn.

Last edited by Heroscaper 101; December 3rd, 2023 at 04:59 PM.
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