Heroscapers
Go Back   Heroscapers > Custom HeroScape Creations > Custom Units & Army Cards
Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment


 
 
Thread Tools Search this Thread Display Modes
Prev Previous Post   Next Post Next
  #1  
Old September 12th, 2006, 09:37 PM
allskulls's Avatar
allskulls allskulls is offline
Grindmaster
 
Join Date: May 8, 2006
Location: WA - Renton
Posts: 2,930
allskulls has disabled reputation
Special Abilities - Cut & Paste

This thread is for easy access to official HS wording. And for sharing *custom abilities.

For those of us who do not use HCC, this can come in handy. For those of you who do use HCC, I made it <unit> friendly

If you want to share a custom ability, post here and I will place in first post. Please use same format with link to custom card or discussion thread. Example:

Quote:
Flaming Arrows Special Attack Thermag by Skyknight
Range 7. Attack 3.
<unit> may not move when using Flaming Arrows Special Attack. If a wound is caused, roll the 20-sided die. If you roll 16 or hirer, cause another wound. Continue to roll for excess wounds until you roll less than 16.
Any thoughts on better organization or where to place certain abilities are welcome.
-------------------------------------------------------------------------------------

Attacking Abilities

Bloodlust - For every opponent’s figure a <unit> destroys, place a purple Experience Marker on this card. When attacking with <unit>, roll one additional attack die for each Experience Marker on this card. A maximum of 3 Experience Markers can be placed on this card.

CHOMP - Before attacking, choose one medium or small figure adjacent to <unit>. If the chosen figure is a Squad figure, destroy it. It the chosen figure is a Hero figure, roll the 20-sided die. If you roll a 16 or higher destroy the chosen hero.

DEADLY SHOT - When attacking with <unit>, all skulls rolled count for one additional hit.

DEADLY STRIKE - When attacking with <unit> all skulls rolled count for one additional hit.

Double Attack - When <unit> attacks, he may attack one additional time.

Dust-of-Death
After moving and before attacking, you may either *Roll the 20-sided die once for each figure adjacent to <unit>, or *Roll the 20-sided die once for one figure up to 3 clear sight spaces away. If you roll 19 or higher, that figure is destroyed.

First Assault 3 - When attacking with <unit>, if the defending figure was not adjacent to <unit> at the start of this turn, <unit> receives 3 additional attack dice.

Flash Bang Grenade 16 S.W.A.T. Heavy Weapons by allskulls
Instead of attacking, choose an opposing non-soulborg figure up to 5 spaces away from <unit>. The chosen figure may not be under an overhang. Obstacles between the <unit> and chosen figure may not exceed 12 levels of elevations higher than <unit>'s base. Roll the 20-sided die. If you roll 16 or higher, the chosen figure and each non-soulborg figure adjacent to the chosen figure may not roll defense dice for the duration of the turn.

Homing Device - When attacking a non-adjacent figure, add 1 attack die for every Soulborg who follows Vydar that is adjacent to the defending figure.

LAVA THROW - When a <unit> is on a molten lava space it may add 2 to its range.

MARRO PLAGUE - After moving and before attacking, you must roll the 20-sided die once for each figure adjacent to any <unit>s you control. If you roll a 16 or higher, that figure receives a wound. Soulborgs and Wulsinu are not affected by this Marro Plague.

Maul - When rolling attack dice against a small or medium figure, if a <unit> rolls a skull on every die, the defending figure receives a wound for every skull, and cannot roll any defense dice.

Net Trip 14 - After moving and before attacking, roll the 20-sided die. If you roll a 14 or higher, any small or medium figure attacked by <unit> this turn may roll no more than 1 die for defense.

PARALYZING STARE 16 - After moving and before attacking, choose any small or medium figure within 6 clear site spaces of <unit>. Roll the 20-sided die. If you roll a 16 or higher, the chosen figure cannot roll any defense dice if attacked by <unit> this turn.

Poisonous Acid Breath - Instead of attacking, you may choose up to 3 different small or medium figures within 4 clear sight spaces of <unit>. One at a time, roll the 20-sided die for each chosen figure. If the chosen figure is a Squad figure and you roll an 8 or higher, destroy it. If the chosen figure is a Hero figure and you roll a 17 or higher, destroy the chosen Hero.

SELF-DESTRUCT - After moving and instead of attacking, <unit> may choose to self-destruct. Roll the 20-sided die to determine if any other figures are safe. If you roll a 1-3, all adjacent figures are safe. If you roll a 4-15, each adjacent figure receives 2 wounds. If you roll a 16-19, each adjacent figure receives 4 wounds. If you roll a 20, each adjacent figure receives 8 wounds. After using this power, <unit> is always destroyed.

SHAOLIN ASSAULT - A <unit> may attack any or all figures adjacent to him. Roll each attack separately.

Sharpshooter - Instead of attacking, you may choose any non-adjacent figure within 10 clear sight spaces of <unit>. Roll the 20-sided die. If you roll a 19 or 20, the chosen figure is destroyed. If you roll a 1-18, you missed. <unit> may not use this special power if he moved this turn.

SIGHTING - When a <unit> is attacking with a height advantage, he rolls an additional attack die.

SWORD OF RECKONING 4 - If <unit> is attacking an adjacent figure, add 4 dice to <unit>’s attack.

Stare of Stone - Instead of attacking, choose any figure within 4 clear sight spaces of <unit>. Roll the 20-sided die. If the chosen figure is a Squad figure and you roll a 7 or higher, destroy it. If the chosen figure is a Hero figure and you roll a 17 or higher, destroy the chosen Hero.

<unit> TARGETING - When attacking, if your second <unit> attacks the same figure as the first <unit>, add one attack die to the <unit>’s attack.

UNLEASHED FURY - Before moving, roll the 20-sided die. If you roll a 1, choose a <unit> you control and destroy it. If you roll a 2-6, add 1 to the attack value of this card. If you roll a 7-11, add 2 to the attack value of this card. If you roll12-15, add 3 to the attack value of this card. If you roll a 16-19, add 4 to the attack value of this card. If you roll a 20, add 8 to the attack value of this card.

WAIT THEN FIRE - If none of the <unit> move this turn, add 1 die to their attack.

Whip 12 - After moving and before attacking, choose a small or medium figure adjacent to <unit>. Roll the 20-sided die. If you roll a 12 or higher, the chosen figure cannot roll any defense dice if attacked by <unit> this turn.

WOUNDED SMASH - When <unit> attacks, he receives an extra attack die for each wound marker he has.

------------------------------------------------------------------------------------


Special Attacks


5 Card Draw Special Attack Gambit by allskulls
Range 5. Attack 1, 2 or 3.
Gambit starts each turn with 5 attack dice. Choose any figure within range and attack by rolling 1, 2 or 3 attack dice. Gambit may keep making special attacks with 1, 2 or 3 attack dice until he has rolled all 5 attack dice. Gambit may target the same or different figures with each attack.

ARROW VOLLEY - Special Attack - Range 6, Attack 5. Three unengaged <unit>s on the same level may combine their attacks and roll their attack dice as one attack. All <unit>s in the arrow volley must have a clear line of sight on the one target.

Blind Rage Special Attack - Range 1. Attack 3. If <unit> rolls at least 2 skulls with his Blind Rage Special Attack, <unit> may attack again with his Blind Rage Special Attack. <unit> may continue attacking with his Blind Rage Special Attack until he rolls fewer than 2 skulls.

BLOOD HUNGRY SPECIAL ATTACK - Range 1. Attack 4. If <unit>’s Blood Hungry Special Attack destroys a figure, <unit> may attack again with this Blood Hungry Special Attack. <unit> may continue attacking with his Blood Hungry Special Attack until he does not destroy a figure.

Charge Object Special Attack Gambit by allskulls
Range 1. Attack Special.
Before moving, choose a destructible object adjacent to Gambit. The chosen object and all adjacent figures are affected by Gambit's Charge Object Special Attack. After moving, roll a number of attack dice equal to the remaining Life of the chosen object. Each affected figure and the chosen object roll defense separately.

EXPLOSION SPECIAL ATTACK - Range 7. Attack 3. Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by the Explosion Special Attack. <unit> only needs a clear sight shot at the chosen figure. Roll 3 attack dice once for all affected figures. Each figure rolls defense dice separately. <unit> can be affected by his own Explosion Special Attack.

FIRE LINE SPECIAL ATTACK - Range Special. Attack 4. Choose 8 spaces in a straight line from <unit>. All figures on those spaces who are in line of sight are affected by <unit>’s Fire Line Special Attack. Roll 4 attack dice once for all affected figures. Affected figures roll defense dice separately.

Flaming Arrows Special Attack Thermag by Skyknight
Range 7. Attack 3.
<unit> may not move when using Flaming Arrows Special Attack. If a wound is caused, roll the 20-sided die. If you roll 16 or hirer, cause another wound. Continue to roll for excess wounds until you roll less than 16.

GRENADE SPECIAL ATTACK - Range 5. Lob 12. Attack 2. Use this power once per game. Start the game with a grenade marker on this card. Remove the grenade marker to throw grenades. One at a time do the following with each <unit>. Choose a figure to attack. No clear line of sight is needed. Any figures adjacent to the chosen figure are also affected by the Grenade Special Attack. Roll 2 attack dice once for all affected figures. Each figure rolls defense dice separately.

Ice Shard Breath Special Attack - Range 5. Attack 4. When <unit> attacks with his Ice Shard Breath Special Attack, he may attack 2 additional times. He cannot attack the same figure more than once.

Queglix Gun Special Attack - Range 6. Attack 1, 2 or 3. <unit> starts each turn with 9 attack dice. Choose any figure within range and attack by rolling 1, 2 or 3 attack dice. <unit> may keep making special attacks with 1, 2 or 3 attack dice until he has rolled all 9 attack dice. <unit> may target the same or different figures with each attack.

RAPID FIRE SPECIAL ATTACK - Range 7. Attack 3. If <unit>’s Rapid Fire Special Attack inflicts a wound, he may attack again with his Rapid Fire Special Attack. <unit> may continue attacking with his Rapid Fire Special Attack until he does not inflict a wound.

Shield Throw Special Attack
Range 5. Attack 4. When <unit> attacks with his Shield Throw Special Attack, he may attack 2 additional times. He cannot attack the same figure more than once.

SHOTGUN BLAST SPECIAL ATTACK - Range 5. Attack 3. Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by the Shotgun Blast Special Attack. <unit> only needs a clear sight shot at the chosen figure. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. <unit> cannot be affected by his own Shotgun Blast Special Attack.

Ullar Enhanced Rifle Special Attack - Range 10. Attack 1. Choose a non-adjacent small or medium figure to attack. The chosen figure cannot roll defense dice when attacked by <unit>’s Ulllar Enhanced Rifle Special Attack. <unit> may not use this special attack if he moved this turned.

Web Special Attack
Range 4, Attack 3. Figure rolls 1 less defense die when defending against <unit>'s Web Special Attack.[/quote]

Wild Swing Special Attack - Range 1. Attack 4. Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by the Wild Swing Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. <unit> cannot be affected by his own Wild Swing Special Attack.

-------------------------------------------------------------------------------------


Defending Abilities


Combat Reflexes 12 Gambit by allskulls
Gambit is never attacked when leaving an engagement. When an opponent’s figure engages Gambit, roll the
20-sided die. If you roll 12 or higher,
you may move Gambit 4 spaces.

COUNTER STRIKE - When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure. This power does not work on other Samurai.

<unit> Defy Death 15 - When an adjacent <unit> figure receives one or more wounds, roll the 20-sided die before removing that figure. If you roll a 15 or higher, ignore any wounds.

*DARK PROTECTOR Ogre Guardian by allskulls
When a Dark Lord or Dark Queen that you control within 4 clear sight spaces of a <unit> is targeted with an attack, roll the 20-sided die. If you roll 15 or higher, take a turn with the <unit> before the initial attack is made. If the <unit> attacks this turn, he must target the initial attacker.

Evasive 8 - When a <unit> rolls defense dice against an attacking figure that is not adjacent, add 8 defense dice to the defending <unit>.

Defensive Agility - When a Warrior of Ashra rolls defense dice against a normal attack from an adjacent figure, one shield will block all damage.

Disappear - If a <unit> is attacked with a normal attack and at least 1 skull is rolled, roll the 20-sided die to disappear. If you roll 1-11, roll defense dice normally. If you roll a 12 or higher, that <unit> takes no damage and instead may move up to 4 spaces. <unit>s can disappear only if they end their disappearing move not adjacent to any enemy figures.

Glacier Camouflage - If a <unit> is adjacent to a Glacier Mountain , opponents’ figures must be adjacent to that <unit> to attack it with a normal attack.

Infiltration Specialists (SAS Commandos - Euryon)
Opponents' figures may not attack unengaged <Name> with normal attacks.

Melee Defense 1 - When rolling defense dice against a normal attack from an adjacent figure, <unit>s add 1 die.

Melee Defense 4 - When rolling defense dice against a normal attack from an adjacent figure, <unit> adds 4 dice.

One Shield Defense - When rolling defense dice, if <unit> rolls at least one shield, the most wounds <unit> may take for this attack is one.

Scatter - After a <unit> you control rolls defense dice against a normal attack, you may move any 2 <unit>s you control up to 4 spaces each.

SHIELDS OF VALOR - When defending with <unit>, each shield rolled counts for one additional block.

SHIELD WALL - When defending with a <unit>, add 1 defense die for each other adjacent <unit> up to a maximum of +2 dice, for the Shield Wall power.

Smoke Powder - When any <unit> you control, or any figure you control that is adjacent to any <unit> you control, is targeted for a normal attack from a non-adjacent opponent, you may roll the 20-sided die. If you roll a 13 or higher, all <unit> you control, and all figures you control that are adjacent to those <unit>, no longer have any visible hit zones for the duration of the targeting figure's turn.

Spider Sense 11
If a <unit> is attacked with a normal attack and at least 1 skull is rolled, roll the 20-sided die. If you roll 1 to 10, roll defensive dice normally. If you roll an 11 or higher, <unit> takes not damage and instead may immediately move using his Swing Line 4 Special Power.

STEALTH ARMOR 15 - When a <unit> receives one or more wounds, before removing that <unit>, roll the 20-sided die. If you roll a 15 or higher, ignore any wounds.

STEALTH DODGE - When <unit> rolls defense dice against an attacking figure who is not adjacent, one shield will block all damage.

THORIAN SPEED - Opponents’ figures must be adjacent to <unit> to attack him with a normal attack.

TOUGH - When rolling defense dice against normal attack, <unit>s always add one automatic shield to whatever is rolled.

WATER SUITS - <unit>s do not have to stop their movement when entering a water space. Add 2 to a <unit>’s defense while he is on a water space.
-------------------------------------------------------------------------------------

Movement Abilities

A COWARD’S REWARD - <unit> rolls one additional die against figures leaving an engagement.

BERSERKER CHARGE - After moving and before attacking, roll the 20-sided die. If you roll a 15 or higher, you may move all <unit>s again.

Carry - Before moving <unit>, choose an unengaged friendly small or medium figure adjacent to <unit>. After you move <unit>, place the chosen figure adjacent to <unit>.

Charging Assault - Any or all <unit>s may add 3 to their Move number as long as they are unengaged prior to moving. <unit>s must be able to move adjacent to an opponent's figure in order to use Charging Assault.

*CLEAR PATH Ogre Guardian by allskulls
Figures you control, besides <unit>s, never take leaving engagement attacks from figures engaged with an <unit> you control.

Climb X2 - When climbing up or down levels of terrain, <unit>s may double their Height.

Cyberclaw - All small or medium opponent’s figures that enter or occupy a space adjacent to any <unit> may not move. Figures affected by the Cyberclaw cannot be moved by any special power on an Army Card or Glyph.

DISENGAGE - <unit> is never attacked when leaving an engagement

DISENGAGING FLIGHT - When counting spaces for <unit>’s movement, ignore elevations. <unit> may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. If <unit> is engaged when he starts to fly, he does not take any leaving engagement attacks.

Earthworks (Royal Engineers - Euryon)
At any point during his movement, an <Name> may remove a single adjacent terrain hex that has no special rules associated with it. <Name> do not need to end their movement after taking a hex. At the end of their movement, <Name> must place the hex in an adjacent space. <Name> may only remove an adjacent hex if it is the highest hex on that space and will not create a void.

FLYING - When counting spaces for <unit>’s movement, ignore elevations. <unit> may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When <unit> starts to fly, if she is engaged she will take any leaving engagement attacks.

GHOST WALK - <unit> can move through all figures.

GRAPPLE GUN 25 - Instead of <unit>’s normal move, he may move only one space. This space may be up to 25 levels higher. When using the Grapple Gun, all engagement rules still apply.

Glacier Traverse - If a <unit> is adjacent to a Glacier Mountain , the <unit> may Glacier Traverse instead of moving normally. You may do this with any or all <unit> you control each turn. To Glacier Traverse, move to any unoccupied space adjacent to that Glacier Mountain .

Improved Cyberclaw - All small, medium or large opponent’s figures that enter or occupy a space adjacent to <unit> may not move. Figures affected by the Cyberclaw cannot be moved by any special power on an Army Card or Glyph. Melee

LAVA RESISTANT - <unit> never roll for molten lava damage or lava field damage and they do not have to stop on molten lava spaces.

Scale Walls S.W.A.T. Operative by allskulls
When a S.W.A.T. Operative moves, you may count each 5 levels of elevation change as 1 movement space. Scale Walls works when moving up or down in elevation.

Scatter - After a <unit> you control rolls defense dice against a normal attack, you may move any 2 <unit>s you control up to 4 spaces each.

Slither - <unit>s do not have to stop their movement when entering water spaces.

Snow and Ice Enhanced Movement - Slippery Ice and Heavy Snow only count as 1 space when moving.

Spatial Distortion (Celestial Wyrm - Euryon)
Before attacking with <Name>, roll the D20. If you roll higher than 16 you may swap the <Name> with any small or medium figure on the battlefield.

SPEAR OF SUMMONING - After moving and before attacking, choose any figure you control on the battlefield, then roll the 20-sided die. If you roll a 1-8, nothing happens. If you roll a 9-20, move the chosen figure to any space adjacent to <unit>. If the summoned figure is engaged, the figure does not receive any leaving engagement attacks.

SPIRITUAL PLANE Ring of Power by Brickman1444
This unit can only be attacked by spirits, wizards, undead, witches and mages who now get plus 2 attack dice when attacking this unit. This unit is never attacked when leaving an engagement and can move through all units.

STEALTH LEAP - Instead of their normal move, any or all <unit>s may Stealth Leap. Stealth Leap has a move of 3. When counting spaces for a <unit>’s leaping movement, ignore elevations. A Monk may leap over water without stopping, pass over figures without becoming engaged, and leap over obstacles such as ruins. A Monk may not leap more than 12 levels up or down in a single leap. If a <unit> is engaged when he starts to leap, he does not take any leaving engagement attacks.

Swing Line 4
Instead of normal move, <unit> use Swing Line. Swing Line has a move of 4. When counting spaces for <unit>'s Swing Line movement, ignore elevations. <unit> may swing over water without stopping, swing over figures without becoming engaged, and swing over obstacles such as ruins. <unit> may not Swing Line more than 40 levels up or down in a single Swing Line. If <unit> is engaged when he starts to Swing Line, he will not take any leaving engagement attacks.

WILD PACK MOVEMENT - Before moving, roll the 20-sided die. If you roll a 1-3, add 1 to the move value of this card. If you roll a 4-5, add 3 to the move value of this card. If you roll a 7-20, add 7 to the move value of this card.

------------------------------------------------------------------------------------

Terrain Specific Abilities

Glacier Traverse - If a <unit> is adjacent to a Glacier Mountain , the <unit> may Glacier Traverse instead of moving normally. You may do this with any or all <unit> you control each turn. To Glacier Traverse, move to any unoccupied space adjacent to that Glacier Mountain .

LAVA RESISTANT - <unit> never roll for molten lava damage or lava field damage and they do not have to stop on molten lava spaces.

ROAD STRENGTH - Add 1 to <unit>’s attack and defense while on a road space.


Slither - <unit>s do not have to stop their movement when entering water spaces.

Snow and Ice Enhanced Movement - Slippery Ice and Heavy Snow only count as 1 space when moving.

Snow Strength - Add 1 to <unit>’s attack and defense while on a snow space.

WATER SUITS - <unit>s do not have to stop their movement when entering a water space. Add 2 to a <unit>’s defense while he is on a water space.

-------------------------------------------------------------------------------------

Enhancements/Auras

ATTACK AURA - All friendly figures you control within 4 clear sight spaces of <unit> get +1 attack. <unit>’s Attack Aura does not effect <unit>.

ATTACK AURA - All friendly figures adjacent to <unit> with a range of 1 add 1 die to their normal attack.

Berserker Charge Enhancement - Add 1 to your die roll when you roll for the Berserker Charge power on any Army Card.

DEFENSE AURA - All figures you control within 4 clear sight spaces of <unit> add 2 to their defense dice. <unit>’s Defensive Aura does not affect <unit>.

DEFENSIVE AURA 1 - All friendly figures adjacent to <unit> add 1 die to their defense.

DEVOURER ATTACK ENHANCEMENT - All friendly Devourers adjacent to a <unit> receive an additional attack die.

Disciplined Army Defense Bonus - If every Army Card you control has a disciplined personality, <unit> receives 1 additional defense die

FRENZY ENHANCEMENT - Add 1 to your die roll when you roll for the Frenzy Power on any Army Card.

Gladiator Inspiration - If all Order Markers for a round are placed on Gladiator Army Cards, and at least one Order Marker is placed on <unit>, then all Gladiators you control (except <unit>) become inspired. Inspired Gladiators add one to their move number and add 1 extra attack and defense die for the rest of the round.

Groovy! (Ash J Williams - Euryon)
All <Name> rolls against enemies that follow <Generals name> gain +1 die. This includes special attacks if all figures affected follow <Generals name>.

HIVE SUPREMACY - Anytime you roll the 20-sided die for a Marro or Wulsinu Army Card, you may add 1 to your die roll.

Homing Device - When attacking a non-adjacent figure, add 1 attack die for every Soulborg who follows Vydar that is adjacent to the defending figure.

KNIGHT AND SENTINEL ENHANCEMENT - All friendly Knights and Sentinels adjacent to <unit> roll an additional attack die and an additional defense die.

ORC ARCHER ENHANCEMENT - All friendly Orc Archers adjacent to <unit> receive an additional attack die and an additional defense die.

ORC DEFENSE AURA 1 - All orc figures you control within 4 clear sight spaces of <unit> add 1 to their defense dice. <unit>’s Defensive Aura does not affect <unit>.

ORC WARRIOR ENHANCEMENT - All friendly Orc Warriors adjacent to <unit> roll an additional attack die and an additional defense die.

RANGE ENHANCEMENT - Any Soulborg Guards adjacent to <unit> add 2 spaces to their range.

RELENTLESS ATTACK ENHANCEMENT - Each friendly figure adjacent to <unit> with a relentless personality receives an additional attack die.

SCOUT LEADERSHIP - All Scouts you control can move an additional 2 spaces.

SOLDIER ATTACK ENHANCEMENT - All friendly Soldiers adjacent to <unit> receive an additional attack die.

SOLDIER LEADERSHIP - All Soldiers you control move one additional space.

Tactician
All friendly figures adjacent to <unit> add 1 extra die to their attack, and 1 extra die to their defense.

UNLEASHED FURY ENHANCEMENT - You may add 1 to your die roll when you roll for the Unleashed Fury power on any Army Card.

VALIANT ARMY DEFENSE BONUS - If every Army Card you control has a Valiant Personality, <unit> receives 1 additional defense die.

-------------------------------------------------------------------------------------

Bonding/Turn Abilities

BEAST BONDING - Before taking a turn with <unit>, you may first take a turn with any Beast you control.

Cover Fire [http://www.heroscapers.com/oldgaller...E0.jpg]S.W.A.T. Operative by allskulls[/url]
When an opposing figure is within 7 clear sight spaces of an unengaged <unit> you control, instead of moving and after attacking with that <unit>, choose any figure you control within 6 clear sight spaces of the <unit>. You may move the chosen figure a number of spaces up to its normal move value.

CRIPPLING GAZE 15 - Before moving, you may choose a figure within 5 clear sight spaces of <unit>. Roll the 20-sided die. If you roll a 15 or higher remove all order markers on the chosen figure’s army card (or cars if your opponent has more than one common card for that figure).

Darklord Leading Gerlak by allskulls
After using an order marker on this card and taking a turn with <unit>, you may take a turn with any common hero or common squad you control that follows Utgar. Ignore any bonding abilities on the common unit’s army card.

Einar Warlord Bonding - Before taking a turn with <unit>, you may first take a turn with any Warlord you control who follows Einar.

Flesh Ritual (Carrion - Euryon)
When a <Name> destroys any medium or small opponents figure, you may take a turn with any unique undead hero you control.[/quote]

Frenzy - After you take a turn with <unit>, roll the 20-sided die. If you roll a 16 or higher, you may take another turn with <unit>.

Gladiatron Movement Bonding - Before taking a turn with <unit>, you may move 4 Gladiatrons you control up to 4 spaces each.

Gorillinator Movement Bonding - Before taking a turn with <unit>, you may move a Gorillinators you control up to 7 spaces each.

HIVE SWARM - Before moving <unit>s, roll the 20-sided die. If you roll 1-12, you may move and attack with up to 3 <unit>s you control. If you roll a 13-16, you may move and attack with up to 6 <unit>s you control. If you roll a 17-20, you may move and attack with up to 9 <unit>s you control.

HUMAN CHAMPION BONDING - Before taking a turn with the <unit>, you may first take a turn with any Human Champion you control.

Master Manipulator
After revealing an Order Marker on <unit>'s card, instead of taking a turn with <unit>, you may take a turn with any Unique Hero you control within clear sight of <unit>.

ORC CHAMPION BONDING - Before taking a turn with <unit>, you may first take a turn with any Orc Champion you control.

OVEREXTEND ATTACK - After taking a turn with <unit>, you may place a wound marker on <unit> and take another turn with him. You may only use this power once during a round.

Receive Orders Aria by allskulls
At the beginning of each round, you may place a message marker on this card. No more than 3 message markers at a time may be on this card.

Send Orders Aria by allskulls
Instead of taking a turn with <unit>, remove 1 message marker from this card and you may take a turn with any other army card that you control.
Ullar Warlord Bonding - Before taking a turn with <unit>, you may first take a turn with any Warlord you control who follows Ullar.

S.W.A.T. Tactics S.W.A.T. Operative (and other common heroes) by allskulls
When you use a turn marker on this card, you may take a turn with any 3 S.W.A.T. Agents you control as if they were a squad.

UTGAR’S ORDERS - Instead of taking a turn with <unit>, you may take a turn with any Kyrie Warrior who follows Utgar.

WARLORD BONDING - Before taking a turn with <unit>, you may first take a turn with any Warlord you control.

-------------------------------------------------------------------------------------

Miscellaneous Abilities

Chivalry (Sir John Randall, by CornPuff)
Reveal your 'X' order marker at the beginning of the round to give <unit> +1 to attack and defense for the rest of this round.

Death Mark Gerlak by allskulls
<unit> begins the game with one black death marker on this army card. Instead of attacking, choose a figure within 6 clear sight spaces of <unit>. Place the black death marker on the chosen figure’s army card. All common figures you control that follow Utgar rolls an additional attack die when attacking a figure with the death marker on its army card. When all figures from an army card with the death marker are destroyed, place the death marker back on this card.

Disciplined Influence - At the start of the game, you may choose any unique Army Card you control. For this game the chosen card’s personality is disciplined, regardless of what is listed on the card.

Engagement Strike 15 - If an opponent's small or medium figure moves adjacent to a <unit>, roll the 20-sided die. If you roll a 15 or higher, the opponent's figure receives a wound. Figures may be targeted only as they move into engagement with a <unit>.

Falcon’s View Aria by allskulls
If there are no message markers on this card, add 2 to the range value of this card.

HEALING TOUCH - After moving, and before attacking, choose a wounded Hero figure adjacent to <unit>. Then roll the 20-sided die to add or remove wound markers from the chosen figure’s card: *if you roll 1, add 2 markers. *if you roll 2-5, remove 1 marker. *if you roll 6-17, remove up to 2 markers. *if you roll 18-20 remove all markers.

HIGHLAND FURY - At the start of the game, choose a Human Champion you control. While that champion is in play, <unit>s roll one additional attack die for each wound marker on the chosen hero. There can be only one Human Champion for all the <unit>s you control. <unit>s cannot attack their chosen Human Champion.

Hotwire 20 Fallen Templar
If <unit> is adjacent to a soulborg figure roll the 20-sided die. If you roll a 20 take control of the figure.If the figure is part of a squad take control of the entire squad.

Mind Exchange 17
After taking a turn with <unit>, you may choose any Unique Hero figure within 4 clear sight spaces of <unit>. Roll the 20-sided die. If you roll a 17 or higher, take temporary control of that hero and immediately with that chosen Hero. At the end of that turn, control of the chosen Hero returns to the player who controlled the Hero before the Mind Exchange. All Order Markers that were on the chosen Hero's card will stay on that card.

MIND SHACKLE 20 - After moving and before attacking, you may choose any unique figure adjacent to <unit>. Roll the 20-sided die. If you roll a 20, take control of the chosen figure and that figure’s Army Card. You now control that Army Card and all figures on it. Remove any Order Markers on this card. If <unit> is destroyed, you retain control of any previously Mind-Shackled Army Cards.

Rejected by Death
At the start of each of your turns after <unit> has been destroyed, roll the 20-sided die. If you roll a 19 or higher, immediately place <unit> on a space adjacent to any figure you control and remove all Wound Markers on <unit>'s Card.

Rod of Negation - Start the game with 3 brown Negation Markers on this card. At the end of the turn, if you have at least 1 Negation Marker on this card, you may choose any opponent’s unique figure within 6 clear sight spaces of <unit>. Roll the 20-sided die. If you roll a 1-15, nothing happens. If you roll a 16-19, place a Negation Marker on the chosen figure’s Army Card. All of that figure’s special powers are negated for the entire game. If you roll a 20, destroy the chosen figure.

Satchel Charge 16 Fallen Templar
If Sep is adjacent to a Castle Door, Roll the 20-sided die. If you roll a 16 or higher remove the castle door from play. If their are any units adjacent to the to the castle door on the opposite of Sep inflict 1 wound to those units. Sep is not effected by this ability.

Throw 14 - After moving and before attacking, choose one small or medium non-flying figure adjacent to <unit>. Roll the 20-sided die. if you roll a 14 or higher, you may throw the figure by placing it on any empty space within 4 spaces of <unit>. The figure must land within clear sight of <unit>. After the figure is placed, roll the 20-sided die for throwing damage. If you roll an 11 or higher, the thrown figure receives 2 wounds. If the figure is thrown onto a level higher than the height of <unit> or onto water, do not roll for throwing damage. The thrown figure does not take any leaving engagement attacks.

WARRIOR’S ARMOR SPIRIT 1 - When <unit> is destroyed, place this figure on any unique Army Card. <unit>’s Spirit add 1 to the defense number on that card.[b]

WARRIOR’S ATTACK-SPIRIT 1 - When <unit> is destroyed, place this figure on any unique Army Card. <unit>’s Spirit adds 1 to the normal attack number on that card.

WATER CLONE - Instead of attacking with all of the <unit>s, one at a time, roll the 20-sided die for each <unit>. If you roll a 15 or higher, place a previously destroyed <unit> on a same-level space adjacent to that <unit>. Any <unit> on a water space needs a 10 or higher to Water Clone. You may only Water Clone after you move.
THE DROP - <unit> do not start the game on the battle field. At the start of each round, before you place Order Markers, roll the 20-sided die. If you roll a 13 or higher you may place all # <unit> figures on any empty spaces. You cannot place them adjacent to each other or other figures, or on glyphs.

-------------------------------------------------------------------------------------

Weaknesses

FUEL THE FIRE Vampire Injection by Brickman1444
If this unit doesn’t kill a figure each turn he dies.[/quote]

Stab in the Back - After you take a turn with <unit>, you must roll the 20-sided die. If you roll a 1, choose an opponent. That opponent now controls <unit>. Remove any order markers on this Army Card, then give the card to that opponent.

WATER WEAKNESS - A <unit> on a water space rolls 2 fewer defense dice.

-------------------------------------------------------------------------------------


Gift of Magic Abilities


Gift of Magic x (chinaboy)
<unit> starts the game with x Magic Counters on this card. At the beginning of each round, place another Magic Counter on this card to a maximum of x.

Light Portal Zamar by allskulls
Instead of moving, remove 2 Magic Counters from this card and roll the 20-sided die. Place <unit> up to a number of spaces away equal to result. <unit> does not take leaving engagement attacks when using Light Portal.

Lightning Special Attack Zamar by allskulls
Range Special. Attack 4.
Instead of moving or using Light Portal , remove 4 Magic Counters from this card and roll the 20-sided die. The result becomes the range of the Lightning Special Attack. Choose up to 3 figures within range and in clear sight of <unit>. Make a separate attack for each chosen figure.

Magic Shield of Light Zamar by allskulls
When <unit> successfully defends against an attack (receiving no wounds), place a Magic Counter on this card. When defending with <unit>, roll an additional defense die for each
Magic Counter on this card.
___________________________________________________

Will catorgarize these later...

FORM SQUARE (from 24th South Wales Borderers - Aratak)
If all three models are touching each other, each model gets +1 Defense for each adjacent unit (up to +2) against all adjacent attackers.

TANK TREADS (from "Gus" Turpin's M4 Sherman Tank - Aratak)
Ignore the first +1 height in movement cost of each hex when moving. Tank may end movement on uneven terrain. Any medium size or smaller figure in tank's path is displaced to the side if it survives a 1 ATTACK DIE attack.

HEAVY MODERN ARMOR (from "Gus" Turpin's M4 Sherman Tank - Aratak)
Tank's armor negates one point of damage any time it is attacked. Adjacent damage by primitive weapons (swords, spears, clubs, maces) is totally negated.

75MM CANNON (from "Gus" Turpin's M4 Sherman Tank - Aratak)
Special Attack - Cannon may target any sighted figure on the board. Roll a D20: 1-3 shot falls two hexes short; 4-6 shot falls 2 hexes left; 7-9 shot falls 2 hexes right; 10-12 shot falls 2 hexes far; 13+ direct hit. Shell does 6 Attack Dice to target and 2 Attack Dice to any figure in six hexes in contact with target square.

FEMMES FATALE (from Danger Girls - Aratak)
Any male human that attacks Femme Fatale has his attack reduced by 1 Attack Dice.

ESPIONAGE (from Danger Girls - Aratak)
Once per game, as opponent announces a Special Attack, Danger Girls may cause that attack to fail automatically.

SPECIAL MISSION (from Danger Girls - Aratak)
Once per game, after moving but before attacking, Danger Girls may announce a "Special Mission" and make one Range 9, Attack 4 sniper rifle attack.

GENTLE & INNOCENT (from Starfire - Aratak)
Whenever Starfire takes a turn, roll a D20. On a roll of 1-5, Starfire is confused and does not move nor attack.

BEAST SHAPECHANGE (from Beast Boy - Aratak)
Take two green markers and place them on Beast Boy's card. They may be placed, together or separately, on either Move, Attack, or Defense. If one marker is placed on Move, Beast Boy may move at +1 speed and may move through water hexes without stopping; if two markers are placed on Move, he moves at +2 speed and Flies. If markers are placed on Attack or Defense, increase those abilities by +1 per marker. Markers may be rearranged at the start of any of Beast Boy's turns.

SONIC ARM-CANNON (from Cyborg - Aratak)
Range 4, Attack 3. If the target of this attack takes any damage, it cannot move or attack for the rest of this round. It defends normally.

PUSHBACK (from Orc Crushers - Aratak)
If this unit's melee attack deals damage to a smaller unit, it may push the smaller creature one space, to any of the empty 3 spaces behind the smaller unit.

FEAR AND LOATHING (from Daemonettes of Slaanesh - Aratak)
At the end of their attack, each Daemonette may attempt to cause Fear in an adjacent unit. On a roll of 19-20 on a D20, Daemonette may move that unit one space away from that Daemonette and give that unit a standard disengagement attack.

NOTHING STOPS THE JUGGERNAUT (from Juggernaut - Aratak)
Using his normal movement, the Juggernaut may move into an opponent's space, backing the opponent up one space and adding 2 Attack Dice to the Juggernaut's subsequent attck, if it is against that opponent.

MYSTICAL HELMET (from Juggernaut - Aratak)
The Juggernaut is immune to opponent's attempts to take control of him or possess him in any way.

TELEPATHIC TACTICIAN (from Brain Bug of Klendathu - Aratak)
Whenever Brain Bug starts its turn, it may move every allied unit up to 2 spaces in any direction. If a unit that is engaged disengeges, it suffers a standard disengagement attack.

CORTICAL SUPPRESSION (from Brain Bug of Klendathu - Aratak)
Special Attack - Range 50 Spaces. Brain Bug may attempt to possess enemy unit on D20 roll of 15-20. Possessed unit may immediately move up to 2 spaces and attack for 1/2 normal attack at normal range. Possessed unit breaks free of possession at the end of this attack. Brain Bug is telepathic and does not need to see unit that it is possessing.

TURGID (from Brain Bug of Klendathu - Aratak)
Brain Bug can only be assigned one Order Marker per round.

HULK RAGE! (from The Hulk - Aratak)
As the Hulk takes damage, his rage makes him grow stronger and tougher. Use chart below:
Markers - Attack - Defense
one-two 5 5
three-four 6 6
five-six 7 7
seven 8 8
eight 9 9

HURL BOULDERS (from The Hulk - Aratak)
If Hulk is on a rock hex, instead of his regular attck he may hurl a boulder up to 6 hexes away for a 4 Dice Attack.

HEAVY KNOCKBACK (from The Hulk - Aratak)
If Hulk's melee attack deals damage to a smaller unit, it knocks that unit one space in the opposite direction for every point of damage it sustained. If the knocked-back unit hits a solid object, it suffers 1 attack die. If the knocked-back unit hits another unit, it inflicts 1 attack die to it.

SUPER STRETCHY (from Plastic Man - Kid Aratak)
All ranged attacks made by Plastic Man are counted as adjacent attacks.

BOUNCE BACK BULLETS
(from Plastic Man - Kid Aratak)
When rolling defense dice against a normal attack from a non-adjacent figure, all excess shields count as unblockable hits on the attacking figure. Only works when attacks are from projectile weapons.

STRETCHING MOVEMENT (from Plastic Man - Kid Aratak)
Plastic Man's movement is not affected by terrain or elevation.

HORDE SURGE (from Orkish Horde Ravagers - Aratak)
Whenever this unit is activated by an Order Marker, all figures in all other Orc Units are given a free move of up to 2 spaces.

RAVAGE! (from Orkish Horde Ravagers - Aratak)
At the beginning of any round, before roll for initiative, you may declare "Ravage!" All of your units with Ravage ability are +1 Attack Dice and -1 Defense Dice for the entire round.

PILLAGE (from Orkish Horde Pillagers - Aratak)
Instead of moving and attacking during their turn, Pillagers may each destroy one adjacent piece of scenery (trees, rocks, walls, and so forth). Multi-space scenery (such as the two- and three-space walls) require that one Pillager be adjacent to each space and must be destroyed together on the same round.

COMMAND THE FOREST (from Ent of Middle-Earth - Aratak)
Special Attack: Any trees or Plant figures within 10 spaces of Ent may be used to attack any adjacent figure by Ent's contoller for 2 Attack Dice.

SAVAGE MAULING (from Devil-Fish of Atlantis - Aratak)
If the devil-Fish has not moved, it may attack one adjacent figure twice.

SAVAGE (from Tyrannosaurus Rex - Aratak)
T-Rex must be ordered every turn and must advance toward the nearest enemy in line of sight, using the most direct route, until adjacent. T-Rex may not disengage from combat.

TERRITORIALITY (from Tyrannosaurus Rex - Aratak)
If T-Rex comes in LOS with another T-Rex, it will proceed directly toward that T-Rex and attack that T-Rex until it is destroyed. This supercedes the "Savage" trait.

TECH EXPERTS (from Booster Gold & Blue Beetle - Aratak)
This unit gains +2 attack dice against any technology based unit (e.g. soulborgs, powered armor, robots, or other complex machines.
Reply With Quote
 

Go Back   Heroscapers > Custom HeroScape Creations > Custom Units & Army Cards



All times are GMT -4. The time now is 11:49 PM.

Heroscape background footer

Powered by vBulletin® Version 3.8.8
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
User Alert System provided by Advanced User Tagging (Lite) - vBulletin Mods & Addons Copyright © 2024 DragonByte Technologies Ltd.