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Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment |
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#1
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Customs need a point cost. Please help.
Ok, here are some of my customs that I am thinking about making. I am stuck on determining a point cost. Any suggestions are useful
William Raff Human Unique Hero Special Operations Agent Disciplined Medium 5 Life 5 Move 5 Range 8 Attack 3 Defense 2 Cost ? Sniper Special Attack Range: 11 Attack: 1 William Raff may not use the Sniper Special Attack if he has moved this turn. Defending figure rolls 2 less defense dice when defending against the Sniper Special Attack. Parachute William Raff never rolls for falling damage. James "Hotwire" Hogan Human Unique Hero Special Operations Agent Disciplined Medium 5 Life 6 Move 5 Range 7 Attack 3 defense 4 Cost ? Soulborg Reprogramming Instead of attacking, choose any soulborg figure that is adjacent to James "Hotwire" Hogan and roll the 20-sided die. If you roll a 16 or higher, take temporary control of the chosen Hero or Squad and immediately take a turn with the chosen Hero or Squad. At the end of that turn, control of the figure(s) returns to the original player. All order markers stay on the card. Parachute James "Hotwire" Hogan never rolls for falling damage. John Robeson Human Unique Hero Special Operations Agent Disciplined Medium 5 Life 4 Move 5 Range 1 attack 5 Defense 2 Cost ? Machine Gun Special Attack Range: 8 Attack: 1 When attacking with Machine Gun Special Attack, John Robeson may attack 6 additional times with Machine Gun Special Attack for a total of 7 attacks. John Robeson may target the same or different figures each attack. Bullet-resistant Armor When defending against an attack from a unit that is not adjacent, add an extra defense die for each space between John Robeson and the attacking figure up to a maximum of 7 extra defense dice. Parachute John Robeson never rolls for falling damage. Echo Force Human Common Squad (3 figures) Special Operations Force Disciplined Medium 5 Life 1 Move 5 Range 8 Attack 2 Defense 3 Cost ? Grapple Gun 25 Instead of moving a member of the Echo Force normally, he may move only one space. This space may be up to 25 levels higher. When using Grapple Gun, all engagement rules still apply. Parachute Members of the Echo Force never roll for falling damage. Special Operations Agent Bonding Before taking a turn with the Echo Force, you may first take a turn with any Special Operations Agent you control. Miyoko no Haru Human Unique Hero Samurai Disciplined Medium 5 Life 5 Move 6 Range 1 Attack 5 Defense 3 Cost ? Meditation If Miyoko no Haru has not moved or attacked this round, add 2 dice to her defense roll for every revealed order marker on this card. 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 against other Samurai. Well that's all for now, let me know what you think! Last edited by Tolamos; November 6th, 2009 at 09:53 AM. Reason: Added Bullet-resistant to Robeson |
#2
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Re: Customs need a point cost. Please help.
Raff seems to be about 120pts, Hogan seems to be about 120pts, Robeson seems to be about 50pts, Echo Force seems to be about 70-80pts, and no Haru seems to be about 130pts.
You should change the wordings from "Special Operation Agent" to just agent, and "Special Operation force" to agent as well. Then you could change the bonding power to Agent Hero Bonding and they could bond with Carr and Skahen as well. Contend, O Lord, against those who contend against me; Fight against those who fight against me. Psalm 35:1 |
#3
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Re: Customs need a point cost. Please help.
I guess "agent" is not what I am going for here. They are more like a special part of the military, like the Green Berets. Maybe I should change them to soldier? What else could I call them?
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#4
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Re: Customs need a point cost. Please help.
The thing that jumps out at me is that Meditation will never get used. It's an interesting idea, but a total waste of an OM to activate but not use a fig just to add 2 to their Defense.
As far as class goes, what about "Commando". That will remove any confusing connecting them with other Agents. Points:
Last edited by Killometer; November 6th, 2009 at 08:13 PM. |
#5
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Re: Customs need a point cost. Please help.
Ok I was thinking of how to improve meditation and came up with three options:
1. Make her defense increase by 3 each time. 2. Allow her to attack, but not move. (or the other way around) 3. Add "Healing Waters" power. Healing Waters After moving and before attacking, choose a wounded hero up to 2 clear sight spaces from Miyoko no Haru. Roll the 20-sided die to remove wound markers from the chosen hero’s card: • If you roll a 1-5, nothing happens. • If you roll a 6-12, remove 1 marker. • If you roll a 13-17, remove 2 markers. • If you roll an 18-20, remove 3 markers. • If you roll a 21 or over, remove all markers. If either the chosen hero or Miyoko no Haru is on a water space, add 3 to your roll. Miyoko no Haru may target herself when using Healing Waters. What do you think? I also like the idea of calling them commando. I will make a note of that and might change it soon. |
#6
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Re: Customs need a point cost. Please help.
William Raff - 90
James "Hotwire" Hogan - 120 Echo Force - bonding might be a bit much for these guys, so in their current version I would say no less than 110, probably more like 120 or 130 I'd probably change the Machine Gun Special Attack a little - it would devastate Ashigaru, MRT, Vipers, etc. yet not be able to touch a lot of other units. I'd go for something a little more evenly matched against a variety of units - just a suggestion. |
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