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Old May 30th, 2009, 03:11 PM
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wriggz's Customs: Battle Ball - 2024-03-20

I've been working on customs for years now, but never got around to posting them much. Now I have a very robust collection, I think it may be time to share and maybe inspire some, and get feedback from others.

I'm a sucker for Factions and theme, so I will be posting a few cards that go together at a time.

Overall Designer Observations:
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Battle Ball Converted – Microcorp Security

Microcorp Security

The color pallet of these figures aligned well with Vydar with the claws mimicking the Gladitrons, so it follows that they would fit as a common squad of 4. Again, I will only ever have 2 squads, but that should not be a problem. Like the Thugs, Microcorp Security figures target common figures reducing defense. Removing 2 defense dice from most common figures leaves them with little left to defend against an attack of 2. As Microcorp agents they get access to Stealth armor similar to their ranged cousins. Overall the Security team make terrible hero killers, but are an excellent screen with high defense and a great defensive power, while still being dangerous to squads.

Commander Steward

Cheerleaders can be both the hardest and most rewarding units to design. Steward can take a turn before the official gorllianators and Microcorp Agents, the members of orders agents units listed below and the Security force. He doesn’t really add much when taking a turn, other than moving up the field waylaying inbound melee or grabbing an isolated glyph. You may not want to move him up the field as +1 to Stealth armor, Smoke Power or Engagement Strike can be a real boon for under used units. Finally he has stealth armor to tie him in with the rest of the Vydar agents.

Commander Amuro

At first glance Commander Amuro is a powerful hero. He is able to move fast and has a strong attack of 6 while able to pull in small in medium figures with his Hydraulic Claw. However, add a couple of wounds and his assault can quickly grind to a halt. With 2 wounds Amuro falls to 4 move and 5 defense, and with 4 wounds he only moves 2 (meaning as 2 space unit cannot move up levels) and has only 3 defense making him all the easier to destroy. A fun flash in the pan figure that can grab a key figure and pull them into the battle, Amuro is the definition of a shark unit.

Battle Ball Converted – Cyborg Thugs
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Arena of the Planes Walker
So I've had these customs kicking around for a long time after painting the mini for the game. They are not well playtested, but there are some cool designs, so I figured I would share. There are obviously a few heroes, but the Squads are all Unique allowing for investigating some interesting design spaces.

Arena of the Planes Walker - Valkrill
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Arena of the Planes Walker - Vydar
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Arena of the Planes Walker - Einar
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Arena of the Planes Walker - Ullar
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Arena of the Planes Walker - Aquilla
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Arena of the Planes Walker - Jandar
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Members of Order
I’ve noted elsewhere that a significant percent (24% to be exact) of the customs I use not including C3V/SOV are created by or inspired by other Custom Designers. I figured I would give credit where credit is due. Many of these I took at face value, but a few I have made some tweaks to them, to have them fit my collection and taste. I selected these as units I feel fit with classic scape well and flush out existing factions or bring something unique that I really liked. These aren’t necessarily perfectly balanced, but I haven’t come across any issues yet.

If one of these is your designs and you prefer me not to share them, feel free to let me know.
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Wriggz's Classic Customs
Hero Pack 3 – Heroes of the Mirrored Sea
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Wolves and Gunners
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Ullar’s Insects
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Hero Pack 2 - Heroes of the Rift
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Hero Pack 1 - Dawn of Forgefell
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Cloak and Dagger - Vydar Hero Agents
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Lands of the Valhalla - Terrain Figures
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Endless March - Einar Common Squads
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Fists of Iron - Martial Artists
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Weapon Upgrade - Mariedian Advanced Tech
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Clockwork and Magic - Dwarves
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Tribal Magic - Totems and Aldet
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Venom's Sting - Valkrill's Cobra
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Knights and Their King
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War of the Clones - Valkrill's Clones
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Week 15 - Planes of Laur - Large Figure Pack 2
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Week 14 - Walls of Lore - Large Figures Pack 1
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Aquilla's Gray Alies
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Return of the Missing - Vydar Kyrie
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Space Zombies - Valkrill's Therians
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Invisible Lightning - Aquilla's Siofra Faction
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Nhah Scirh Heroes and Archers
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Vydar Unique Squads
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Valkrill Kyrie
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The Law Returns - Jandar Lawmen
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Mysteries of the Moontribe - Aquilla Kyrie
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Everyday Heroes - Common Soldiers
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Eniar's Kommandos
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Ullar's Centaurs
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Ship of the Damned - Pirate Heroes
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Crew of the Black Swan - Pirate Captain and Crew
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Feedback is always welcome.


wriggz's custom Figures, Terrain and Glyphs

Last edited by wriggz; March 20th, 2024 at 04:56 PM.
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  #2  
Old May 30th, 2009, 03:14 PM
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Re: Wriggz's Custom Repaints and Theme Additions

Lodin the Kyrie Warrior
Ronin Keji
Lunda

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wriggz's custom Figures, Terrain and Glyphs

Last edited by wriggz; January 16th, 2010 at 10:46 AM.
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  #3  
Old May 30th, 2009, 04:56 PM
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Re: Wriggz's Custom Repaints and Theme Additions

Question about Ronin. Does he need counter strike? Because according to his first ability he would automatically recieve Counter Strike from any samurai squad you chose.
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Old May 30th, 2009, 05:13 PM
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wriggz wriggz is offline
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Re: Wriggz's Custom Repaints and Theme Additions

The following two "Customs" are ripe offs of some of the best customs I have seen that fill holes in existing armies. The Ninja I loved the name and "borrowed" it, but i have have no idea from who. The Cowboy is from the Create a Custom group effort a few months ago... so I guess it is public domain. I figure this sight is about keeping my customs in one place until I make the cards and print them.

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wriggz's custom Figures, Terrain and Glyphs

Last edited by wriggz; February 2nd, 2010 at 12:27 PM.
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  #5  
Old June 1st, 2009, 06:50 PM
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wriggz wriggz is offline
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Re: Wriggz's Custom Repaints and Theme Additions

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wriggz's custom Figures, Terrain and Glyphs

Last edited by wriggz; September 15th, 2015 at 06:57 PM.
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  #6  
Old June 1st, 2009, 09:30 PM
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Re: Wriggz's Custom Repaints and Theme Additions

Interesting. I could see some people using him and others setting someone like Krug or Grimnak right next to him just in case.
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Old June 1st, 2009, 10:20 PM
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Re: Wriggz's Custom Repaints and Theme Additions

I like the on my mark ability
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Old June 1st, 2009, 10:22 PM
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Re: Wriggz's Custom Repaints and Theme Additions

Huson seems a little cheap. You could roll 12 or more attack dice very easily.

EDIT I do like the power though.

You're going to need a bigger table.
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Old June 1st, 2009, 11:12 PM
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wriggz wriggz is offline
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Re: Wriggz's Custom Repaints and Theme Additions

What if On my Mark, had a limit of say 7 attack dice, would that even things out?


wriggz's custom Figures, Terrain and Glyphs
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Old July 20th, 2009, 05:11 PM
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Re: Wriggz's Custom - Input Request 20/07

Anti-range Samurai Hero

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wriggz's custom Figures, Terrain and Glyphs

Last edited by wriggz; February 2nd, 2010 at 12:28 PM.
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  #11  
Old July 21st, 2009, 10:17 AM
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Re: Wriggz's Custom - Input Request 20/07

Quote:
Originally Posted by wriggz View Post
Kenish
Unique Hero
Human
Samurai
Disciplined
Medium 5
Life: 4
Move: 7
Range: 1
Attack: 4
Defense: 6
Points: 150

Disciplined Speed:
All enemy figures within 3 spaces and are not 5 levels up or down from Kenish are considered engaged and can be attacked by Kenish's normal attack.

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

Counter Strike:
When rolling defense dice against a normal attack from an engaged figure, all excess shields count as unblockable hits on the attacking figure.

*** NOTE How does the Disciplined Speed sound? Does this one-line express the fact that all ranged figures within 3 spaces must attack Kenish and face counter strike? That all figures moving 3+ spaces away must take a leaving engagement strike? Is it too weird that Kenish could attack a figure that is behind a tree or wall? I need some help here.

Thanks
A few comments:

1. There is a strong precedent that humans' maximum move is 6.

2. I would give Kenish Disengage or Tactical Disengagement 7 and make him have to move into true adjacency when attacking, though figures within 3 spaces would still be considered engaged. That obviates the strange scenarios where he could attack people behind walls and things of that nature.

Perhaps an even better power would be one that is similar to Scatter. It would allow Kenish to move X spaces towards any figure initiating an attack within 3 spaces of him (this would be in conjunction with Disnegage or Tactical Disengagement 7). This power seems to achieve the same goal as your version without some of the quirkiness.

3. Disciplined Speed is a very creative ability and a good fit for a Samurai.
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Old July 21st, 2009, 10:30 AM
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Re: Wriggz's Custom Repaints and Theme Additions

Quote:
Originally Posted by wriggz View Post
Col. Hudson is a a creative figure, but inordinately strong. For one, thing, I don't see any reason to boost 4th Mass or 10th Regiment of Foot when they are already among the best units in the game. But aside from that, Col. Hudson allows you to move either of those squads when it isn't their turn, thus allowing them to WTF on their next turn - HUGE tactical advantage.

Not only that, but he allows them to combine their normal attacks, which can be modifed by height and WTF, against a single figure? They could be rolling an attack of 16 with some regularity. I don't know if you even get that many dice in a master set...

Col. Benedict can force your opponent to FORFEIT ALL ORDER MARKERS without so much as a D20 roll? Need I say more?
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