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Old March 29th, 2009, 01:47 PM
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supergen777 supergen777 is offline
 
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Exclamation Mega Man X Customs

4-1-10 I've decided to drop the upgrade concept.
4-3-10 Added Sting Chameleon, Flame Mammoth, Storm Eagle, Mega Man X, and Zero updated card texts.

Also I've redone the card text for the following Mega Man X1 Mavericks to make them more playable.

1. Mega Man X
2. Zero
3. Chill Penguin
4. Spark Mandrill
5. Armored Armadillo
6. Launch Octopus
7. Boomer Kuwanger
8. Sting Chameleon
9. Flame Mammoth
10. Storm Eagle

The rest will follow soon. Those interested in my Mega Man X Customs thread should know I have started a new job. I will not have as much time as I would like to work on this project. I particularly will have a hard time testing these card concepts out. Thanks to anyone interested in my thread for there comments. Testers/cardmakers (Someone who is good with GIMP or photoshop) wanted. If interested just PM me.

Mostly Finished Cards
Mega Man X v1 (120 Points)
Mega Man X v2 (120 Points)
I would like to thank to Roderick2012 for making the Mega Man v2 card from me.

New Cards
Mega Man X
Race: Android
Type: Unique Hero
Class: Hunter
Personality: Valiant
Size: Medium 5

Recommended Proxy: Omnicron Sniper
Point Cost: 120

Life: 5
Move: 5
Range: 7
Attack: 3
Defense: 4

Special Ability 1: X-Buster Charge
After moving and attacking, Mega Man X may place 1 blue Charge Marker on this card to a maximum of 3. X may not attack until all Charge Markers have been removed.

Special Ability 2: Rapid X-Buster Special Attack
Range 7. Attack 2. Mega Man X may use this special attack 3 times in the same turn. X may target the same figure or a different figure with each attack.

Special Ability 3: Charged X-Buster Special Attack
Range 7. Attack 3+ Special. Remove all Charge Markers. If 1 marker is removed add 1 to Mega Man X's attack. If 2 markers are removed add 3 to X's attack. X may not place another Charge Marker on this card this turn.

Special Ability 4: Weapon Copy
When Mega Man X destroys a Unique Hero that has a Special Attack, he may use that figure's Special Attack as if it were X's own Special Attack. X may copy up to 8 different Special Attacks.

Zero
Race: Android
Type: Unique Hero
Class: Hunter
Personality: Disciplined
Size: Medium 6

Recommended Proxy: Parmenio
Point Cost: TBA

Life: 5
Move: 6
Range: 1
Attack: 4
Defense: 3

Special Ability 1: Double Attack
When Zero attacks with a normal attack, he may attack one additional time.

Special Ability 1: Z-Buster Special Attack

Range 5. Attack 4. Zero must attack a figure on the same level as himself.

Special Ability 2: Z-Saber Weapon Copy
Whenever Zero destroys an opponent's Unique Hero figure, Zero gains a special power based on what Valkyrie general the figure follows.
-Jandar: Zero gains the “A COWARD'S REWARD” special power.
-Ullar: Zero gains the “FRENZY” special power.
-Aquilla: Zero gains the “CONCEALMENT 19” special power.
-Einar: Zero gains the “COUNTER STRIKE” special power.
-Vydar: Zero gains the “STEALTH DODGE” special power.
-Utgar: Zero gains the “DISENGAGE” special power.

Note: I would like to give credit to Roderick2012 for the idea of giving Zero copied abilities based on the the Valkyrie generals.

Chill Penguin
Race: Reploid
Type: Unique Hero
Class: Maverick
Personality: Wild
Size: Medium 4

Recommended Proxy: Eldgrim
Point Cost: TBA

Life: 5
Move: 5
Range: 7
Attack: 2
Defense: 2

Special Ability 1: Shotgun Ice Special Attack
Range 5. Attack 3. Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by the Shotgun Ice Special Attack. Chill Penguin only needs clear sight to chosen figure. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Chill Penguin cannot be affected by his own Shotgun Ice.

Special Ability 2: Freezing Breath 12
Before moving, you may choose a figure within 5 clear sight spaces of Chill Penguin. Roll the 20-sided die. If you roll a 12 or higher remove one unrevealed order marker at random from the chosen figure’s Army Card (or cards if your opponent has more than one Common Army Card for that figure).

Special Ability 3: Snow and Ice Enhanced Movement
Slippery Ice and Heavy Snow only count as 1 space when moving.

Spark Mandrill
Race: Reploid
Type: Unique Hero
Class: Maverick
Personality: Ferocious
Size: Large 7

Recommended Proxy: Dumutef Guard
Point Cost: TBA

Life: 6
Move: 5
Range: 1
Attack: 4
Defense: 3

Special Ability 1: Electric Spark Special Attack
Range 5. Attack 3. Choose a figure to attack. You may also choose up to 2 other figures that are within 2 clear sight spaces of the chosen figure to be affected. Roll attack dice once for all affected figures. Each figure rolls defense dice separately.

Special Ability 2: Dash Punch
Spark Mandrill add 3 to his Move number as long as he is unengaged prior to moving. Spark Mandrill must move adjacent to an opponent’s figure and attack with a normal attack in order to use Dash Punch.

Armored Armadillo
Race: Reploid
Type: Unique Hero
Class: Maverick
Personality: Loyal
Size: Medium 4

Recommended Proxy: Marcu
Point Cost: TBA

Life: 4
Move: 4
Range: 7
Attack: 1
Defense: 3

Special Ability 1: Rolling Shield Special Attack
Range 5. Attack 3. When attacking with Rolling Shield Special Attack, for each shield rolled placed one Shield Marker on this card to a maximum of 3. Whenever Armored Armadillo rolls defense dice against a normal or special attack, you may remove all Shield Markers. For each Shield Marker removed add 1 automatic shield to whatever is rolled.

Special Ability 2: Release Energy
Whenever Armored Armadillo rolls defense dice against a normal or a special attack from a non-adjacent attacking figure, if any excess shields are rolled, immediately roll an equal number of attack dice against the attacking figure as was rolled against Armored Armadillo. The attacking figure rolls defense dice normally.

Launch Octopus
Race: Reploid
Type: Unique Hero
Class: Maverick
Personality: Precise
Size: Medium 5

Recommended Proxy: Kee-Mo-Shi
Point Cost: TBA

Life: 5
Move: 4
Range: 7
Attack: 3
Defense: 2

Special Ability 1: Homing Torpedo Special Attack
Range 6. Attack 1, 2, or 3. Launch Octopus starts each turn with 6 attack dice. Choose any figure within range and attack by rolling 1, 2, or 3 attack dice. Launch Octopus may keep making special attacks with 1, 2, or 3 attack dice until he has rolled all 6 attack dice. Launch Octopus may target the same or different figures with each attack.

Special Ability 2: Energy Drain
Each time Launch Octopus destroys an adjacent figure, you may remove a wound marker from this Army Card. Launch Octopus cannot Energy Drain destructible objects.

Special Ability 3: Underwater Agility
Launch Octopus does not have to stop his movement when entering water spaces. Add 2 to his defense while he is on a water space.

Boomer Kuwanger
Race: Reploid
Type: Unique Hero
Class: Maverick
Personality: Relentless
Size: Medium 5

Recommended Proxy: Kaemon Awa
Point Cost: TBA

Life: 5
Move: 8
Range: 1
Attack: 5
Defense: 3

Special Ability 1: Boomerang Cutter Special Attack
Range 4. Attack 4. When Boomer Kuwanger attacks with his Boomerang Cutter Special Attack, he may attack 2 additional times. He cannot attack the same figure more than once.

Special Ability 2: Super Speed
Opponents’ figures must be adjacent to Boomer Kuwanger to attack him with a normal attack.

Special Ability 3: Disengage
Boomer Kuwanger is never attacked when leaving an engagement.

Sting Chameleon
Race: Reploid
Type: Unique Hero
Class: Maverick
Personality: Tricky
Size: Medium 5

Recommended Proxy: Armoc Viper
Point Cost: TBA

Life: 5
Move: 4
Range: 2
Attack: 4
Defense: 2

Special Ability 1: Chameleon Sting Special Attack
Range 8. Attack 3. When Sting Chameleon attacks with his Chameleon Sting Special Attack, he may attack 2 additional times. He cannot target the same figure more than once and can target a figure more than once and can target a figure only if he has line of sight to the figure's entire hit zone.

Special Ability 2: Stealth Camouflage
Opponents' figures must have line of sight with Sting Chameleon's entire hit zone to attack him from range.

Special Ability 3: Phantom Walk
Sting Chameleon can move through all figures and is never attacked when leaving an engagement.

Storm Eagle
Race: Reploid
Type: Unique Hero
Class: Maverick
Personality: Disciplined
Size: Medium 5

Recommended Proxy: Krug

Point Cost: TBA

Life: 6
Move: 5
Range: 1
Attack: 3
Defense: 3

Special Ability 1: Storm Tornado Special Attack
Range 6. Attack Special. If Storm Eagle is attacking a small or medium figure, roll 4 attack dice for Storm Tornado Special Attack. If Storm Eagle is attacking a figure of a different size or a destructible object, roll 3 attack dice for Storm Tornado Special Attack. For each wound inflicted on the targeted figure, you may move that figure that many spaces away from Storm Eagle. The affected figure can be moved no more than 2 levels above Storm Eagle's base and must roll for falling damage if applicable. If the affected figure is engaged when it is moved by Storm Tornado Special Attack it will not take any leaving engagement attacks.

Special Ability 2: Stealth Flying
When counting spaces for Storm Eagle's movement, ignore elevations. Storm Eagle may fly over figures without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Storm Eagle starts to fly, if he is engaged he will not take any leaving engagement attacks.

Flame Mammoth
Race: Reploid
Type: Unique Hero
Class: Maverick
Personality: Ferocious
Size: Huge 8

Recommended Proxy: Krug
Point Cost: TBA

Life: 6
Move: 4
Range: 5
Attack: 4
Defense: 4

Special Ability 1: Fire Wave Special Attack
Range Special, Attack 5. Choose 5 spaces in a straight line from Flame Mammoth. All figures on those spaces who are in line of sight are affected by Flame Mammoth's Fire Wave Special Attack. Roll 5 attack dice once for all affected figures. Affected figures roll defense dice separately.

Special Ability 2: Oil Slick Aura
All opponents' figures within 5 clear sight spaces use up 2 moves on each space. Flame Mammoth's Oil Slick Aura does not affect figures with Flying or leap-like special powers.

Special Ability 3: Jump Press 14
After moving and before attacking, choose a small or medium figure adjacent to Flame Mammoth. Roll the 20-sided die. If you roll a 14 or higher, the chosen figure cannot roll any defense dice if attacked by Flame Mammoth this turn.

Old Cards
Old Zero Pre-X4 v0.7
Vile v0.5
Sigma v0.5
Armored Armadillo v0.5
Boomer Kuwanger v0.6
Chill Penguin v0.6
Flame Mammoth v0.7
Launch Octopus v0.6
Spark Mandrill v0.6
Sting Chameleon v0.6
Storm Eagle v0.7


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

I am also planning to do more Mega Man X customs such Zero, Vile, and Sigma. Also I might create scenarios designed exclusively for Mega Man X. Tell me what you think. I'll also take any ideas or suggestions especially if you find a suitable figure for this custom which I'm having trouble with.

Last edited by supergen777; April 13th, 2010 at 11:46 AM.
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  #2  
Old March 29th, 2009, 02:37 PM
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goaliescaper goaliescaper is offline
 
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Re: Mega Man X Customs

uhhh, Just a little to strong imo for the upgrades.

He shoots... and the airborne elite drop just in time to save the goal!
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  #3  
Old March 29th, 2009, 02:46 PM
supergen777's Avatar
supergen777 supergen777 is offline
 
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Re: Mega Man X Customs

Quote:
Originally Posted by goaliescaper View Post
uhhh, Just a little to strong imo for the upgrades.
I made the upgrades to keep to the game. I may just use them for specially created scenarios or just give them each their own draft cost so you can choose how many points you want invest in Mega Man X. From personal experience with my previous Selene Custom the more points you invest in add-ons the worse figure becomes point-wise. You'll lose a lot of points for one figure if you use all the upgrades.
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  #4  
Old March 29th, 2009, 02:59 PM
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Anthasu1 Anthasu1 is offline
 
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Re: Mega Man X Customs

Ummmm... Make a card.

And say Reploid or something instead of Soulborg. I know its to fit in the Heroscape world, but Megaman is not a Soulborg.

I would love to be able to use X/Zero/AXL in scape so, I'm looking forward to this.
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  #5  
Old March 29th, 2009, 03:28 PM
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supergen777 supergen777 is offline
 
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Wink Re: Mega Man X Customs

Quote:
Originally Posted by Anthasu1 View Post
Ummmm... Make a card.

And say Reploid or something instead of Soulborg. I know its to fit in the Heroscape world, but Megaman is not a Soulborg.

I would love to be able to use X/Zero/AXL in scape so, I'm looking forward to this.
First I should probably tell you I'm not great at making custom cards just good at making custom card concepts (the text on the card itself).

Second Technically X, Isn't a Reploid. Reploids are Replicated Androids (Reploids get it) based on X's designs (see Mega Man X1 instruction manual). Android would probably be more appropriate if I took that avenue. And yeah I kinda made X a Soulborg to keep to Heroscape. What most people would consider robots, androids, and cyborgs, Heroscape designates them as Soulborgs. Besides you wouldn't want Cyprien's Chilling touch to be able to hurt X would you?

As far Axl goes I haven't played any newer Mega Man X games to make him. I've only played and beaten X1, X2, and X3 (SNES). I do have Mega Man Collection on its way to me so I'll be able to play up to X6. Zero will probably be my second creation Still looking for suitably sized figures to use. I'm kinda at a dead end there. I'll probably just use an Omicron Sniper for the time being.
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  #6  
Old March 29th, 2009, 03:32 PM
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Anthasu1 Anthasu1 is offline
 
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Re: Mega Man X Customs

Actually, X could get frozen. In the more recent games, the Ice bosses main strategy is to freeze then pummel him.

Id say put X to Android. For Zero, give him a double jump ability paired with a combo-type ability. All I have to say.

Also, I'm looking forward to what your going to do with Boba Fett. (Vile, to not confuse people.)
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Old March 29th, 2009, 03:42 PM
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supergen777 supergen777 is offline
 
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Re: Mega Man X Customs

Yeah, I had that freezing problem with Blizzard Buffalo when, I beat X3 recently. I'll consider changing X to Android. Zero's concept will come later when I get X Collection, especially since he's only briefly playable in X3. And do like my Weapon Copy Mechanic?
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Old March 29th, 2009, 03:47 PM
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Anthasu1 Anthasu1 is offline
 
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Re: Mega Man X Customs

Yes, its unique. Personally, I'd pick my favorite ability from the game, make a special or two, and be done with it.

But your idea is both unique and better. Good job.

Heres an Article on Zero

Last edited by Anthasu1; March 29th, 2009 at 03:52 PM. Reason: Added Link to Zero
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Old March 29th, 2009, 04:01 PM
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Re: Mega Man X Customs

Quote:
Originally Posted by Anthasu1 View Post
Yes, its unique. Personally, I'd pick my favorite ability from the game, make a special or two, and be done with it.

But your idea is both unique and better. Good job.

Heres an Article on Zero
Thanks for the Article on Zero it should prove useful.
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Old March 30th, 2009, 05:28 PM
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supergen777 supergen777 is offline
 
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Re: Mega Man X Customs

I've added upgrades from Mega Man X2.
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  #11  
Old March 30th, 2009, 07:27 PM
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Re: Mega Man X Customs

Can you make the abilities slightly more organized?

Its a bit confusing as is.
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Old March 30th, 2009, 09:53 PM
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supergen777 supergen777 is offline
 
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Exclamation Re: Mega Man X Customs

Quote:
Originally Posted by Anthasu1 View Post
Can you make the abilities slightly more organized?

Its a bit confusing as is.
Fixed it up. Didn't look so bad like that when I posted it. Anyway what do you think of my X2 Upgrades?

Last edited by supergen777; March 30th, 2009 at 10:01 PM.
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