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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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Spite's Customs - Bloo! 10/11
Thanks for looking. Feedback is always appreciated. Here's the newest stuff:
Bloo: Elite Sandvipers:
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Hotzone:
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And Ratatat:
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The Elite Rockhoppers:
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The Moon Tribe of Aquilla:
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Tonkk:
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Dumb-Dum, the tortured test subject:
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Older Stuff:
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Tell me what you think! Any feedback is always welcome. Thanks. ~Spite Last edited by spiteofthedice; October 11th, 2011 at 05:05 PM. Reason: Bloo! |
#2
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Re: Spite's Custom Units - Air Elementalist & Archon, 1/4
Nice job , I'm not really a fan of the DnD elementals, but I really like what you've done with these guys.
My only real problem is with the Air Archon's powers. Archons are like super-elementals right? If so, it seems odd to me that he doesn't have any sort of air powers of his own. I like the powers he has, but they're both support powers of sorts, neither really scream 'I'm a man made of wind!' to me. Points wise, I'd say 110-120 for Sephyn, 50-60 for the Archon. Other minor quibbles- -'Sephyn the Howling Storm' is called 'Sephyn the Stormcloud' in his ability text. -In the special attack, there should be a period instead of a coma after 'Range 4' and another period after 'Attack 3' -Personally, I wouldn't ALL CAPS Swirling Vortex or Blinding Wind Special Attack in the special attack's text, I don't think any official cards do that. My Repaints and Mods: Updated 1-13 My Custom Cards: Updated 4-15 My Custom Superheroes: Updated 1-13 My figure images for online games: Alliance figures, Utgar figures My Etsy Store |
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Re: Spite's Custom Units - Air Elementalist & Archon, 1/4
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~Spite, *sigh* back to work |
#4
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Re: Spite's Custom Units - Air Elementalist & Archon, 1/4
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I kind of like that idea, sort of like reverse wyrmlings, maybe all the Archons could have improved or similar powers to their elementals that you can boost with dead elementals. Quote:
Don't get me wrong though, I love the idea of the -mancers summoning their archons very cool idea. Quote:
---- EDIT ---- Just noticed this, is there any particular reason the Archon can save an air elemental within 4 spaces but has to place it within 3 spaces of himself? Not a game breaker or anything, just seems kind of odd to me. My Repaints and Mods: Updated 1-13 My Custom Cards: Updated 4-15 My Custom Superheroes: Updated 1-13 My figure images for online games: Alliance figures, Utgar figures My Etsy Store Last edited by Soundwarp SG-1; December 19th, 2010 at 12:54 AM. |
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Re: Spite's Custom Units - Air Elementalist & Archon, 1/4
1) This looks good. I am really curious to see which figure you are going to use for Sephyn.
2) If you were thinking of giving the Archon a wind themed power may I suggest something like the Air Elemental's Air Mastery. Instead of being a power that affects just the figure that the elemental is attacking, you could use something like an aura where any figure wtih Flying/Stealth Flying within x amount spaces would roll subtract x amount from his defense dice. 3) 120 for Sephyn and 75 for the Archon 4) No. The way you have it now Sephyn can sit behind a formation of Air Elementals and rip up any melee units trying to get close to him. 5) Not really, I would suggest dropping Sephyn's Life to 4 or 5 and the Archon's Life to 4. Help C3V out with some playtesting. Super Bogue's Customs and Dungeon Crawls List of D&D minis and the corresponding Heroscape figures Soldiers of Valhalla |
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Re: Spite's Custom Units - Air Elementalist & Archon, 1/4
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I really appreciate the input, guys. It's great to be able to bounce ideas around. I'll be back. ~Spite |
#7
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Re: Spite's Custom Units - Air Elementalist & Archon, 1/4
Pretty cool idea. The army will almost feel like orcs with every unite synergising with the others in some way.
Everything seems to work, but I did have a question/concern with "Focused Energy Air Bonding" and "Summon Air Archon" You were tricksey with what you did and I am sure if it was intentional or not. With the way it is worded, you can: Move Syphen Take a turn with three Air Elementals Summon (attempt) an Air Archon That feels like a little much. I could be wrong, though. It feels like it is taking alot of thought out of the unit because there is only one good option. If you had to decide between bonding and taking a full turn, it would make the unit more interesting. Finally, if you are using the DDM Archons I think you are, I have to agree, those are some amazing sculpts. I was hoping those were what would be used for the elementals. |
#8
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Re: Spite's Custom Units - Air Elementalist & Archon, 1/4
Revised Sephyn the Howling Storm and the Air Archon in the first post.
And added Ward, the Warforged Bodyguard. Enjoy. And tell me how you like them. I know I'm not the only customs thread around, but I love feedback. Thanks, guys. ~Spite EDIT: Added Thaelin Frostblade. And since I don't think anyone is looking at the thread, I'd just like to say that I am actually a monkey, and I have piloted a spaceship. Last edited by spiteofthedice; December 27th, 2010 at 11:35 PM. |
#9
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Re: Spite's Custom Units - Air Elementalist & Archon, 1/4
Sorry I didn't reply sooner, I didn't have time to type up a post till now
Sephyn: I like the combined summoning power, though it should specify that you can only summon ones you control. Otherwise, he looks good. He might need a slight points increase to go with his more versatile power though. Air Archon: Looks good, I like the new power. I don't see anything in need of fixing. On Ward: Selfless Guardian needs a few changes, -I don't think it can actually stop a figure from attacking the guy Ward switched with as written. It just says the figure must target Ward, but I'm pretty sure you can target as many figures as you like before attacking. -definitely needs to clarify if the switched figures take leaving engagement attacks or not. Everything else looks great, I would have made him a regular guard or a protector personally, but it's your barbeque and it tastes good. --- EDIT --- On the Ice Dwarf, few things I noticed: 'Frost Forged Axe' is called 'Frozen Sledge' in it's text. For the last line, I'd word it like this- 'If Thaelin is on a snow or ice space, add 1 to his attack dice for Frost Forged Axe Special Attack.' That way it fits with the '4+ Special' wording used before. Everything else looks good, very thematic little guy, I like him. My Repaints and Mods: Updated 1-13 My Custom Cards: Updated 4-15 My Custom Superheroes: Updated 1-13 My figure images for online games: Alliance figures, Utgar figures My Etsy Store Last edited by Soundwarp SG-1; December 28th, 2010 at 01:13 AM. |
#10
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Re: Spite's Customs - 2 New Cards
First of all, pretty clean cards, visually pleasing stuff, much cleaner than my hitzones.
I enjoy the air elemental/air archon archetype, very creative even while using the existing unit. I fear that the Warforged bodyguard is overpowered, perhaps with the standard defense of 2 the 6 life would not be so difficult to chip away at. As he is, he invalidated Heirloom for only a few more points, while obviously being a different unit entirely of course. Because of his bonding Thaelin seems OP at first glance, but I suspect he is fair, due to his average life, low defense, and limit on his special attack. His sculpt looks extremely cool as well! |
#11
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Re: Spite's Customs - 2 New Cards
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Although I admit I haven't been the biggest Heirloom fan anyway, the thing is that the two do very different things, with Heirloom being able to firebomb a screen and Ward's purpose being the protection of higher-profile characters. If you're using Ward to defend squaddies, you probably overpaid for the saves. That's still my opinion, but I don't think he nixes Heirloom. Quote:
I have at least a couple other cards I can post now. Tried another out last night against the Warforged and they were a lot of fun. I'll try to get the card image up a little later. As always, thanks for the comments. It makes the process much more fun. ~Spite |
#12
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Re: Spite's Customs - The Stone Golem
Updated with the Stone Golem
EDIT: Woops, sorry for the double-post |
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