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Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment |
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#469
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Re: Ixe's Custom Units
Here's an adaptation for Valkrill.
This is the Lich from Pathfinder Miniatures - Heroes & Monsters: NAME = Adralmalech GENERAL = Valkrill PLANET = Toril SPECIES = Undead CLASS = Lich PERSONALITY = Relentless SIZE = Medium 5 UNIQUE HERO LIFE = 3 MOVE = 5 RANGE = 6 ATTACK = 3 DEFENSE = 4 POINTS = 130 ADRALMALECH'S PHYLACTERY Adramalech begins the game with the Adralmalech's Phylactery treasure glyph equipped. LICH'S REANIMATION When revealing an Order Marker on Adralmalech's card, if Adralmalech is destroyed, immediately place Adralmalech on Adralmalech's Phylactery Treasure Glyph and equip that glyph, if possible. Remove all Wound Markers on Adralmalech's card. After using Lich's reanimation, immediately end Adralmalech's turn. FINGER OF DEATH After moving and before attacking, you may choose a figure adjacent to Adralmalech and roll the 20-sided die. If you roll an 18 or higher, destroy that figure. Adralmalech's Finger of Death does not affect Undead figures. NAME = Adralmalech's Phylactery TYPE = Treasure Glyph If a figure ends its movement on Adralmalech's Phylactery, that figure's controller may destroy Adralmalech's Phylactery. If they do, destroy Adralmalech. Adralmalech is a Lich, an undead sorcerer who has traded their life for a dark form of immortality. Lich's retain their magical prowess in their undeath and, if they are destroyed, can simply have their phylactery create a new body for them. They must guard their phylactery, however, for they die immediately should it be destroyed. In addition to these typical traits, the very touch from Aldralmalech can instantly kill any living target. As a lich, Adralmalech can prove an immortal thorn in your opponent's side. Getting rid of him permanently can be a challenge if they keep Order Markers focused on him, although landing a figure on his phylactery will end his threat immediately. In addition, Adralmalech is not the most threatening and could possibly be ignored for a time. Should the rest of your opponent's army be defeated, the lich won't have the chance to reanimate before they lose. Leveraging off of an initiative switch or missed order marker will similarly let you sweep in and forever end his menace. I like the idea of dropping the phylactery in a safe area in the back that he can safely return to should he be destroyed. Furthermore, as a Relentless hero, he provides a ranged bonding option for the Death Knights of Valkrill. You'll have to give up an order marker to bring the frail hero back should they lose him, however. As always, comments are greatly appreciated! |
#470
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Re: Ixe's Custom Units
This is a very nice way to do this idea Ixe! I'm not so sure how important he will be to an army if he spends much of his time doing little damage or burning up OMs.
I suspect that he may get overlooked in favor of other units, particularly because of his cost and lack of support options, or maybe just more Death Knights. Being thematic will still mean that he can get table time. Fantastic work as always Ixe! My customs. NE Ohio Tourney - TBA SW Ohio Tourney - NHSD 550 points AotV - Colliding the minis of AotP with the world of HS. |
#471
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Re: Ixe's Custom Units
Here is a hero to lead a group that I previously designed.
This is Enforcers Captain from Deadzone. The miniature is supplied neither assembled nor painted. NAME = Nadia Richter GENERAL = Vydar PLANET = Earth SPECIES = Human CLASS = Enforcer PERSONALITY = Disciplined SIZE = Large 5 UNIQUE HERO LIFE = 6 MOVE = 5 RANGE = 6 ATTACK = 3 DEFENSE = 4 POINTS = 120 ENFORCER LEADERSHIP All Enforcers you control, except Nadia Richter, move one additional space. ENERGY BLADE 2 If Nadia Richter is attacking an adjacent figure, add 2 dice to Nadia Richter's attack. GRIM ENFORCEMENT If a Human who follows Vydar you control within 4 clear sight spaces of Nadia Richter is destroyed by a normal or special from an opponent's figure, you may reveal an "X" Order Marker that is on Nadia Richter's Army Card. If you do, at the end of this turn, immediately take a turn with Nadia Richter. Nadia Richter is the leader of the Microcorp Enforcers, an elite group within Microcorp tasked with protecting personnel and eradicating threats with prejudice. Nadia is equipped in a more extreme version of the power armor worn by the enforcers, giving her weight that far exceeds her size. Like the enforcers, she is capable from afar and deadly up close with her energy blade. However, she takes her duty one step farther over the other enforcers. Should one of her charges be killed by an opponent she will spring into action and swiftly enact justice. Nadia Richter is a hardy and versatile hero for her cost. In addition, she carries some extra resiliency against certain strategies since she is considered large despite her height because of her massive armor. She can be a monster to close with in melee and always has an option to attack from range, but her true value comes from her Grim Enforcement. While "X" order marker powers aren't completely free and she must be in range, extra turns with a solid hero like her can be a powerful boon. I don't love that it can happen between your opponents (bonding) turns but I think it should work reasonably enough. As always, comments are greatly appreciated! |
#472
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Re: Ixe's Custom Units
The "Enforcers" are a nice army on their own, especially with Nadia. And I like the female pilot under all that power-armor (nice touch).
Interrupting turns will probably need an FAQ but it is a nice mechanic. Keeping her up with the MicroCorp Enforcers might be a challenge to OM management but sounds fun. The Enforcers are a little over-priced at 85 points. Maybe a drop to 70? Squad:
Spoiler Alert!
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#473
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Re: Ixe's Custom Units
Stirge Swarmers
Pretty fun, quite thematic swarm design. Insatiable Swarm is the real key to let them swarm, though I'm not sure the extra rule about ending next to a Hero is worth the extra wording and hassle as simply "activate 6 figures." Voracious Flying is interesting and thematic, though it doesn't fit well with powers like Air Mastery. Heiran Falconers Do you mean it that all Falconers can use Falcon Swoop, or in better words must use or not use together? The default behavior of squads is "all or none" for special attacks unless spelled out otherwise like Pounce. What's the order of actions here? All Falconers Falcon Swoop, then attack normally, or one at a time does both? Interesting group at least. Their defense sucks but they have pretty impressive offensive capability. Plus, Scouts. Galindel Arrowsong Really solid ranger design here. Nothing outstanding stats-wise but the animal companion piece definitely brings out the ranger feel. Ridgeback Simple, straightforward design that reuses existing powers (or close). I'm a little surprised you limited Boar Spirit to Rangers, but I suppose it's dangerous to allow +1 Life to any Hero. The combination of powers between Ridgeback and Galindel feels classic Heroscape-ish, allowing for other builds but leaning a certain way. Ursula Firebrand Solid way to finish off the cycle. Like the others, some cool tricks and probably solid as a hero in a dungeon crawl, but not very effective in Squadscape. Adralmalech Offensively and defensively he's weak. But he's also super-hard to permanently kill. If he gets all of your order markers, your opponent needs to either leave him until the end and kill him on the 3rd turn or get the initiative switch on him. I would have to play against him to get a feel for how bothersome/annoying he is. Nadia Richter Grim Enforcement is dangerous territory, but you have the wisdom to at least put the turn at the end of the attacking figure's turn. Trying to mix an interrupt turn into the middle of a special attack would be madness. It gets a little weird with Frenzy and other end-of-turn powers, but the "immediately" handles at least most of these. I do like that Grim Enforcement forces Nadia to want to get into the thick of things instead of simply waiting in the starting zone until end game. |
#474
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Re: Ixe's Custom Units
Lots of comments to go through. Thanks for commenting, everyone!
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#475
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Re: Ixe's Custom Units
The weirdness is that they would not get 1 fewer defense against the Air Elemental, since Air Mastery specifically calls out Flying and Stealth Flying.
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#476
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Re: Ixe's Custom Units
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#477
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Re: Ixe's Custom Units
Here is a continuation on what will become my Ranger cycle.
This is Jakardros Sovark from Pathfinder Battles - Rise of the Runelords. And this is the Hunting Cougar from D&D Miniatures - War Drums. NAME = Jorvik Grizzlehide GENERAL = Einar PLANET = Toril SPECIES = Human CLASS = Ranger PERSONALITY = Fearless SIZE = Medium 5 UNIQUE HERO LIFE = 6 MOVE = 5 RANGE = 5 ATTACK = 4 DEFENSE = 2 POINTS = 90 JORVIK'S COMPANION At the start of the game, you may choose a Unique small or medium Beast Hero you control to be Jorvik's Companion. For this game the chosen Companion's class is Companion instead of Beast. Jorvik's Companion rolls 2 additional attack dice when attacking a figure engaged with Jorvik. COMPANION BONDING After revealing an Order Marker on Jorvik, before taking a turn with Jorvik, you may take a turn with Jorvik's chosen Companion as long as it is still under your control. NAME = Fatalis GENERAL = Einar PLANET = Toril SPECIES = Cat CLASS = Beast PERSONALITY = Wild SIZE = Small 3 UNIQUE HERO LIFE = 3 MOVE = 6 RANGE = 1 ATTACK = 2 DEFENSE = 3 POINTS = 35 CLIMBx2 When moving up or down levels of terrain, Fatalis may triple her height. DOUBLE ATTACK When Fatalis attacks, she may attack 1 additional time. ENDURING COUGAR SPIRIT When Fatalis is destroyed, place this figure on any Unique Ranger Hero card you control. Fatalis's spirit adds 1 to the normal Attack number on that card when that Hero attacks an adjacent figure. Jorvik Grizzlehide and Fatalis are an inseparable pair. While Jorvik's depth perception isn't what it used to be, his massive bow is nothing to laugh at. The battle-hardened ranger is even capable of effectively wielding its impressive draw in melee. When he does, Fatalis is right at his side and ready to tear apart any that threaten her master. If she falls, the cat inspires Jorvik to fight on with a new fury and exact a terrible revenge. As the installment number 2 in the ranger cycle, these two follow a similar beat to Galindel Arrowsong & Ridgeback. This time Jorvik is a stronger and tougher ranger than Galindel who spurs his companion to fight savagely at his side. Fatalis is eager to take 2 extra attack dice with her double attack, but could otherwise function reasonably on her own. The extra attack die from her death is also not unwelcome, although it is more limited since it only applies to melee attacks. If you mix and match between the two, Fatalis also does well as Galindel's companion although the elf ranger is more vulnerable in melee. As always, comments are greatly appreciated! Last edited by Ixe; October 12th, 2015 at 11:02 AM. |
#478
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Re: Ixe's Custom Units
That's pretty sweet Ixe. I like how the Cougar just rips people apart, and does so even more effectively when her family is in trouble.
Although the melee bonus isn't much on a Ranger, it shouldn't be. This was represented well here. My customs. NE Ohio Tourney - TBA SW Ohio Tourney - NHSD 550 points AotV - Colliding the minis of AotP with the world of HS. |
#479
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Re: Ixe's Custom Units
It has been a while but it looks like I have a bit more time again so back to posting.
This is the Akata from Pathfinder Miniatures - The Legends of Golarian. NAME = Yahl Hound GENERAL = Aquilla PLANET = Arctorus SPECIES = Spirit CLASS = Hunter PERSONALITY = Ferocious SIZE = Small 3 COMMON HERO LIFE = 1 MOVE = 6 RANGE = 1 ATTACK = 4 DEFENSE = 0 POINTS = 15 CLIMBx2 When moving up or down levels, a Yahl Hound doubles its height. INSUBSTANTIAL 4 A Yahl Hound rolls 4 additional defense dice when rolling defense against a normal attack from a figure who is not adjacent. SHIFTING SPIRITS You may choose not to start any number of Yahl Hounds on the battlefield and reserve them instead. When a Yahl Hound you control is destroyed, you may replace that figure with a reserved Spirit figure you control, if possible. If you do, you may move any number of Order Markers from this Army Card to the Army Card of the newly placed Spirit. In the moors of Arcotrus, people have learned to avoid following any ghostly blue lights that may dot the landscape at night: Those that do never return. And should a person find that one of these lights is following them, it is best that they run and hope that they are fast enough. For the few who have faced these spirits and survived, they tell how the creatures can break and reform to attacks. At one instant you may be pursued by a ferocious Yahl hound only to find that the spirit has manifested into something entirely different in the next. Yahl hounds are a nasty manifestation of a spirit that can hit hard. The insubstantial nature of spirits makes them robust to ranged attacks although they are vulnerable to any other attack. However, a spirit that is destroyed merely reforms into something new and continues its attack. When drafting Yahl Hounds, you have to balance how many you want to start on the battlefield and how many to keep in reserve. In many cases, keeping all but one in reserve is the right call, allowing your hounds to die and keep fighting without losing board position. This balance will get more interesting as more spirits are created, allowing you to take advantage of the Yahl Hounds' speed and then replace it with something sturdier once it dies. I personally really like the idea of these shifting and reforming spirits although I think they leave a few weird rules interactions. I know zombies and Wolves of Badru effectively negate the shifting spirit power but I'm not as sure about what happens if Tor-Kul-Na tries to Trample Stomp one. I like the idea enough that I'm pursuing the idea regardless despite this question. As always, comments are greatly appreciated! Last edited by Ixe; February 8th, 2017 at 10:35 AM. |
#480
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Re: Ixe's Custom Units
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Very cool idea! What general does it fight for? Are there any other "Spirits" that could be brought back instead of a Yahl Hound? |
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