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  #121  
Old November 19th, 2013, 06:21 AM
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Lyrgard Lyrgard is offline
 
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Re: IshMEL's Customs: Forest Forces update 9/30/13

May I suggest you change a little the Verdant Step power to add :
- clear sight restriction of some sort, because right now the Oak mage can go through fortress walls, ruins and so on. I know that clear sight on an enpty hex is a notion that currently doesn't exist, thought.
- an height limitation, to prevent him to easilly move to the top of a montain or cliff. Moving 10hex horizontally is already a huge move power, being able to move how much you want vertically too put it over the top I think.

I really like the Roots power of the Oak Warrior, but as it is,it is a little confusing. Do you check which type of hex they are on only at the end of movement, or also during movement ? Does one "place" a figure on each step of a movement, or only "place" it at the end ?
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  #122  
Old November 19th, 2013, 10:49 AM
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IshMEL IshMEL is offline
 
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Re: IshMEL's Customs: Forest Forces update 9/30/13

Lygard -- thanks for taking a look!

Treebark = Tul-Bak-Ra, which is why Vernal Step is like Teleportation. I changed the same-level restriction to a terrain restriction for theme, but I could certainly put in a height clause -- maybe no more than 3 levels higher or lower?

As for Roots, move=place. The Oak Warrior can't go onto those spaces during or at the end of its movement (or get thrown, knocked back, etc). Which makes them very map-dependent. I'll have to see how it works out.

Merci!
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  #123  
Old November 19th, 2013, 11:52 AM
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Taeblewalker Taeblewalker is offline
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Re: IshMEL's Customs: Forest Forces update 9/30/13

Forest Forces looks like it's becoming a great faction. Plus, I own some of these figures, so I might just have to give them a try.

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  #124  
Old November 19th, 2013, 12:53 PM
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IshMEL IshMEL is offline
 
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Re: IshMEL's Customs: Forest Forces update 9/30/13

Thanks Taeblewalker! Let me know if you get a chance to try them out, I'm always looking for informed opinions.
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  #125  
Old November 20th, 2013, 09:46 AM
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Lyrgard Lyrgard is offline
 
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Re: IshMEL's Customs: Forest Forces update 9/30/13

Quote:
Originally Posted by IshMEL View Post
Treebark = Tul-Bak-Ra, which is why Vernal Step is like Teleportation. I changed the same-level restriction to a terrain restriction for theme, but I could certainly put in a height clause -- maybe no more than 3 levels higher or lower?
Ok, I understand better now ! I was probably mislead by the "STEP" in the name, letting me think it was "normal" movement. Not telling you you should change the name. If I remember correctly, monks in D&D have a power named Abundant Step that allow them to teleport short range, and in fact, "something Step" is a very cool name for a teleport power !

Quote:
Originally Posted by IshMEL View Post
As for Roots, move=place. The Oak Warrior can't go onto those spaces during or at the end of its movement (or get thrown, knocked back, etc). Which makes them very map-dependent. I'll have to see how it works out.
Oh, I thought it would be a little extrem to make a power this map-dependant, but eh, I like it ! It make the custom much much more great, theme wise ! Harder to play, but a lot cooler
I also like how only grass allow to prevent move from opponent's power. It had a lot of fluff for so little words, it's great !

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Merci!
Using my language to thanks me is a delicacy much appreciated
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  #126  
Old November 26th, 2013, 01:41 AM
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Re: IshMEL's Customs: Forest Forces update 9/30/13

I am new here on this site. Are your custom heroscape pieces on here for sale?


Thanks
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  #127  
Old November 26th, 2013, 09:49 AM
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IshMEL IshMEL is offline
 
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Re: IshMEL's Customs: Forest Forces update 9/30/13

First, welcome to Heroscapers.com!

Second, my customs aren't for sale -- they're free (sort of). You can buy the miniatures at any of the sites that sell minis (Auggie's, Trollandtoad, Miniaturemarket, and Coolstuffinc are all reputable sources.) Then download the card, print it out, and it's off to Valhalla!

If you’re new to the world of Custom Scape, I'd highly recommend the C3V customs. (See the subforum of this one). Unlike my creations, they are community produced, playtested to an inch of their tiny plastic lives, and as close as we'll get to the continuation of this great game.

Again welcome, and do let me know if you end up playing any of my customs!
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  #128  
Old December 2nd, 2013, 02:29 AM
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IshMEL IshMEL is offline
 
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Re: IshMEL's Customs: Forest Forces update 9/30/13

Some new customs added to the first post -- they're still in draft state, but feel free to take a look!
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  #129  
Old December 2nd, 2013, 09:49 AM
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Lyrgard Lyrgard is offline
 
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Re: IshMEL's Customs: Forest Forces update 9/30/13

Which ones are they ?
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  #130  
Old December 2nd, 2013, 10:44 AM
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IshMEL IshMEL is offline
 
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Re: IshMEL's Customs: Forest Forces update 9/30/13

Quote:
Originally Posted by Lyrgard View Post
Which ones are they ?
Adventurers & Monsters

Abu Sakhr: updated
Baron von Bronn: new Utgar champion
Dolgaunt Monk: new monster
Dread Warrior: new undead minion
Houynym : new centaur
Knights of the Vale : new KoW, tweaked
Mirana Silverflame : new Jandar champion
Selleadior : updated
The Lady Drimmere : new Einar champion
Zesjra Nightblade : updated
Xo Shaku : new disappearing assassin

Archons & Elementals : all updated

Demons & Undead
Blood Demons : new demon hunters squad
Shade of Nastralund : new Jandar spirit
Shrldu : updated
Skullwarden: new Demon & Undead leader
Spectre of Laur : updated
The Hound of Tindalos : new Lovecraft demon
Vengeful Spirit : updated (was Spirits of Vengeance)

Forest Forces
Dryad : updated with bio
Oak Warriors : added
Treebark : added

Soulborgs & Sci Fi Heroes
Captain Jirol Brenn: new Mariedian leader

Steampunk
All units either new or updates

Specialists, Soldiers, Agents, Etc
Agent Mistryl: updated (just new name, I think)
B.T. Wilson, P.I. : new private investigator
Capt. Matt Cunningham : new soldier medic
Toshiro : new Ronin / Kendo Master

Wizards & Magical Minions
Bolvag Lat : new Orc shaman
Gryphon : new invisible wizard
Morsbana : new Morsbane redesign
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  #131  
Old December 8th, 2013, 10:03 AM
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IshMEL IshMEL is offline
 
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Re: IshMEL's Customs: Major Update 12/1/13

I picked up the AT-43 Assault Golem Attachment Box (for $4, how could I not?) Here's my initial idea:

Be Zak Sa
Spoiler Alert!


Havech Incinerators
Spoiler Alert!


Anyone else have these?

Last edited by IshMEL; March 16th, 2017 at 10:12 PM.
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  #132  
Old December 9th, 2013, 10:25 AM
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IshMEL IshMEL is offline
 
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Re: IshMEL's Customs: Major Update 12/1/13

So my new thought for Be Zak Sa's second power is:


Secondary Targeting Systems
After making an attack on an adjacent figure, Be Zak Sa may make an additional attack. She may target the same or a different figure, and may target a non-adjacent figure even if she is still engaged.

The idea is that she can multitask -- one head controls the claw arm and the other controls the gun. This would probably up her points to 120?

Also a possible revision for the Incinerators SA:

Flamejet Special Attack
Range Special. Attack 4 + Special.
A Havech Incinerator that does not attack normally may use Flamejet Special Attack. Choose 2 spaces in a straight line from the attacking Havech Incinerator. All figures on those spaces that are in line of sight are affected by Flamejet Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. If a figure is attacked twice in one turn by Flamejet Special Attack, it takes one unblockable wound. Lava Resistant figures are not affected by Flamejet Special Attack.

Just adding the "crossfire" effect and the LR immunity.

Quote:
Originally Posted by IshMEL View Post
I picked up the AT-43 Assault Golem Attachment Box (for $4, how could I not?) Here's my initial idea:

Be Zak Sa
Spoiler Alert!


Havech Incinerators
Spoiler Alert!


Anyone else have these?

Last edited by IshMEL; March 16th, 2017 at 10:13 PM.
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