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Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment |
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Just_a_Bill's Customs — latest: Ru-Wa-Na (Marro behemoth)
2022/02/16: Added Ru-Wa-Na the Hivelord.
2021/09/17: Added Monag the female Orc. 2021/07/09: Added Sigmacron. 2015/06/28: Added Tikkerak. 2015/06/19: Added the Cybercops. 2015/04/28: Added Agent Borrciga. 2015/02/23: Started thread with Devoros the Shade King. Devoros is inspired by a cool Mage Knight miniature (called Specter) that I found in the cheap bin at my local shop. The neat thing about this mini is that he is molded without any visible body parts ... the kneepads and such are connected to the cape in such a way that his face, legs, etc. are literally not present in the sculpt. I rendered Devoros as a rectangular card, in a format that I've been working on lately (still a work in progress). These cards use the Flying icon developed for C3G to represent the FLYING special power. I wanted to make a champion for the Shades, but finding a good skill set was tricky. Bonding seemed too good, since MOVE 7 with Stealth Flying is already very speedy; and I didn't want to add 1 to their Soul Devour roll and change the whole dynamic of how they play. So I'm experimenting with two ideas: (1) Soul Devouring a whole squad, and (2) having the champion move or attack as a proxy member of the squad, which is barely even a mini-bonding effect but can feel satisfying when you otherwise would only get to move/attack with 2 Shades (due to attrition, Cyberclaw, whatever). It also should be a good way to get the champion up the field in those initial turns where there isn't anyone to attack, without using up an entire OM just to move one guy. The intent of the design of these special powers is that you might want OMs on Devoros and might want them on the Shades, depending upon the situation. I want those decisions to still be important. The basic theme for Devoros is that he's sort of a sacrificial king who can drop into the midst of ranged trouble like Krav or Omnicrons or whatever. He ties them up so they can't shoot at Shades; he lasts longer than a Shade with his higher LIFE and DEFENSE; and he can keep trying to convert the ranged unit(s) while keeping them tied down, even if your OMs are on Shades instead of Devoros. (Thematically, he doesn't really even "sacrifice" himself — if successful — since his consciousness lives on inside the squad or hero he devours.) His pricing is not based on any kind of rigorous analysis of his gameplay; I simply wanted to make a unit that could easily swap in for one squad of Shades in any existing build. Thus, as I tweak the design I will be more likely to want to fiddle with the stats and specials than change the cost. All constructive comments are appreciated. Good traders: tdemirji, AbsintheAddict, Blubberguy22, Toa Matoro, SuperSamyon, Bl1ndsn1per, Ericth74,
Clipper423, Oh Freek, Nikkomon, DarthBaggins, quizzcode, Astroking112 & more on my trade list Last edited by Just_a_Bill; February 16th, 2022 at 07:22 PM. Reason: adding Ru-Wa-Na the Hivelord |
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Re: Just_a_Bill's Customs Thread - Devoros the Shade King
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Re: Just_a_Bill's Customs Thread - Devoros the Shade King
For the WARRIOR-KING power, would you consider using wording similar to C3V's Varkaanan WOLF PACK power? I think this could cut down on text for that ability and make it easier to word. (Easier to understand too. What does "in lieu" mean? I thought a "lieu" was a toilet.)
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Re: Just_a_Bill's Customs Thread - Devoros the Shade King
Pressed for time today, but I'll make a couple of quick (unproofread) comments...
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I'm not opposed to the idea; I'm just having a hard time envisioning how it would actually save on word count. It works to count dead Wolves because they are unique; but if I could dead Shades then either I have to count all dead Shades vs. all Shades I started with... After revealing an Order Marker on a Shades of Bleakwoode card, before taking that turn with the Shades, you may take a turn with Devoros. You may not take a turn with Devoros in this manner unless the number of destroyed Shades on all Shades of Bleakwoode cards is within two of the total number of Shades of Bleakwoode in your army.... which is obviously kind of silly (and changes the gameplay) ... or I have to count the number of Shades you are about to take a turn with: After revealing an Order Marker on a Shades of Bleakwoode card, before taking that turn with the Shades, you may take a turn with Devoros. You must subtract 1 from the number of Shades you take a turn with.And of course all of this is giving Devoros a full turn, not just a move OR an attack; so it's different gameplay that takes away the incentive to put OMs on him. Maybe I am misunderstanding what you were thinking about, but I'm not really seeing the advantage of using this template. Quote:
Thanks. I think it could be a pretty fun unit if balanced well. It moderately ramps up the Fear Factor that the Shades wield, and I'd love the chance to take over a whole squad of Krav. Good traders: tdemirji, AbsintheAddict, Blubberguy22, Toa Matoro, SuperSamyon, Bl1ndsn1per, Ericth74,
Clipper423, Oh Freek, Nikkomon, DarthBaggins, quizzcode, Astroking112 & more on my trade list |
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Re: Just_a_Bill's Customs Thread - Devoros the Shade King
Thanks for clearing up the "lieu" problem for me!
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I hope that made sense. Do you have more designs in the works? |
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Re: Just_a_Bill's Customs Thread - Devoros the Shade King
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WARRIOR-KINGOr maybe this approach is better. WARRIOR-KINGOr possibly even this. WARRIOR-KINGOne advantage of that last approach is that it avoids specifically naming how many moves/attacks the related squad has, which makes it more re-usable by other units. All that is needed is to change the names of the hero and squad. Yeah, but I will probably only post them one at a time so I can incorporate feedback. Good traders: tdemirji, AbsintheAddict, Blubberguy22, Toa Matoro, SuperSamyon, Bl1ndsn1per, Ericth74,
Clipper423, Oh Freek, Nikkomon, DarthBaggins, quizzcode, Astroking112 & more on my trade list |
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Re: Just_a_Bill's Customs Thread - Devoros the Shade King
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Ah, now on to his other abilities... With Enhanced Soul Devour, I'd highly suggest limiting his devouring abilities to only Unique Heroes and Squads. I don't think the added complexity of taking control of common figures is worth it. Other than that, I think he now looks tight, and ready to be tested. |
#8
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Re: Just_a_Bill's Customs Thread - Devoros the Shade King
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Getting to soul devour squads is the main thing that makes this guy different from a normal Shade. If that doesn't happen very often due to only targeting about a half dozen routinely squads that see general use, I wonder if he would feel like a boring draft choice? Good traders: tdemirji, AbsintheAddict, Blubberguy22, Toa Matoro, SuperSamyon, Bl1ndsn1per, Ericth74,
Clipper423, Oh Freek, Nikkomon, DarthBaggins, quizzcode, Astroking112 & more on my trade list |
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Re: Just_a_Bill's Customs Thread - Devoros the Shade King
Some revisions on Devoros. Enhanced Soul Devour is cleaned up, and Warrior-King is much simplified. Shortened text allows a better font size.
Thanks everyone for all feedback, old and new. All constructive comments are appreciated. Good traders: tdemirji, AbsintheAddict, Blubberguy22, Toa Matoro, SuperSamyon, Bl1ndsn1per, Ericth74,
Clipper423, Oh Freek, Nikkomon, DarthBaggins, quizzcode, Astroking112 & more on my trade list Last edited by Just_a_Bill; September 13th, 2018 at 12:45 AM. |
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Re: Just_a_Bill's Customs - Agent Borrciga (Microcorp hero)
For a while now I've wanted to make a hero for the Microcorp Agents. Thematically, the Nakitas have Skahen, the G'nators have Laglor, and the Krav Maga have Agent Carr, but there's no boss-love (eww) for the Microcorps. I've looked at a few different minis from Reaper and others, but then yesterday I stumbled (re-stumbled, actually) onto Rocktroll's repaints thread in which he shows the Microcorp proxies he has made. When I saw this image ...
... I immediately perked up at the sight of that kneeling Checkmate Knight. It's an attractive sculpt, thematically reasonable for a Microcorp, and in good supply (CoolStuffInc has dozens of them for less than 50 cents each, and they do 99-cent shipping on minis). Now, the Microcorps are of course a pretty good unit, so one has to be careful about buffing them very much. My goal is to give them a new ability that's fun and useful, without plussing any stats or making them even more deadly from height. And, if possible, I'd like to create a little more incentive for them to use their Water Suits rather than always running for height. Here's a quick Photoshop hack of my starting concept (click the image to make it more readable). Quote:
The idea here, of course, is that when they don't have height giving them Attack 4, you might want to do a twist on the Roman arrow volley to get one attack of 6. It's easier for them than the Roman Archers because they don't have to be on the same level, but also harder because Borrciga needs to have eyes on the target as well. (The built-in Movement Bonding naturally helps with that.) Another advantage over the Romans is the ability to still get an attack of 4 if one of your "bonding" MCAs can't achieve clear sight (or if you only have two of them left on the battlefield). With those advantages and its 7 Range, it's clearly a better volley than what the Romans have, but of course MCAs cost almost twice as much as the archers and they need their hero in the op. I want there to still be trade-offs and decisions to be made: do you immediately scramble for height as usual, or do you invest your OMs in setting up a kill zone to get a few 6 attacks on a key enemy hero? Generally, three attacks of 4 are better than one attack of 6 (especially if not making height a priority means the target has it), but the climb probably will take longer to set up and the fight for that hill can cause losses. Also, the tactical situation might be informed by whose photograph is in the mission dossier. The 80-point cost is deliberately trying to make Agent Borrciga dovetail with the 120-point Agent Skahen (or, much less likely, the Nakitas) for a nice round 200 in a Microcorp build. For example, Borrciga+Skahen+3xMicrocorps = 500. (Anybody see where her name comes from?) Good traders: tdemirji, AbsintheAddict, Blubberguy22, Toa Matoro, SuperSamyon, Bl1ndsn1per, Ericth74,
Clipper423, Oh Freek, Nikkomon, DarthBaggins, quizzcode, Astroking112 & more on my trade list Last edited by Just_a_Bill; September 13th, 2018 at 12:47 AM. |
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Re: Just_a_Bill's Customs: Cybercops (unique soulborg squad)
What might an Einar soulborg look like? Given this general's proclivity for summoning Japanese warriors from Earth, and considering that robotics is huge in Japan with tons of firms trying to close the "uncanny valley" in lifelike robot design, what if...
Character Bio: Minato, Tokyo, Japan. 17 July 2211. Over two centuries of research and design by the best minds in robotics have culminated in the so-called "New Era in Peacekeeping." Unveiled for the world to see is a series of androids sporting the latest advancements in pico- and femtoprocessors, circulatory synthetics, and combinatorial heuristics. What makes today's revelation both amazing and chilling is the inclusion of human brains in the design. It is a milestone in law enforcement technology: police officers who do not sleep, eat, get tired, take vacations, or ask for a pay raise. Their only drawback is their slow and highly complex boot-up procedure.Click to embiggen... EDIT: This card was revised after it was first posted, so the first few posts following may refer to the previous version. I originally picked up these figures as proxies for the Command Courier, but then started thinking about their obvious Einar coloring and wanted to try something unusual: a potential 8/8/4/4 squad that (once fully booted up) is significantly undercosted in the traditional sense, but that charges you a different kind of price to field them, paid for with early order markers. Their multi-round boot-up sequence brings two related liabilities: not only are they highly vulnerable in the first few rounds, but also their initial OM usage can be somewhat predictable during their extended boot-up phase (which will stretch through at least round 4, if they live that long). If your opponent can get within threat range on the first round of the game, they're absolute sitting ducks — as helpless as Venocs, only with bigger targets on their backs. The second round is not a lot better for them. But if you can protect them long enough to get them fully activated, then look out, Nelly. How many Cybercops will survive to full strength? Are they a steal at draft time, or a sucker's bet that leads you to waste resources on figures that get shot to pieces before they're fully operational? This swingy dynamic tension makes them a tricky unit to cost, and I'm sure that 60 will need some adjustment. The figure used for this unit is a Heroclix figure from the Marvel Deadpool set. Its name is Paladin 030. Availability as of the time of writing:
Good traders: tdemirji, AbsintheAddict, Blubberguy22, Toa Matoro, SuperSamyon, Bl1ndsn1per, Ericth74,
Clipper423, Oh Freek, Nikkomon, DarthBaggins, quizzcode, Astroking112 & more on my trade list Last edited by Just_a_Bill; September 13th, 2018 at 12:54 AM. Reason: Math. Easy math. |
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Re: Just_a_Bill's Customs: Cybercops (unique soulborg squad)
Very bizarre yet intriguing unit. I'm a little thrown off by your mentioning that their limit is 8/8/4/4... is 4 the limit of markers they can receive? It doesn't say there's a limit anywhere on the Army Card.
Still, very unique unit. Mighty swingy I imagine. ~TAF TAF was the Storyteller... in THE ENEMY'S LAST RETREAT |
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