I created these custom cards to potentially offer a few more options for thematic armies and existing synergies.
Many of the chosen models require painting or assembly. Some alternative proxies are listed below if pre-painted minis or different sculpts are preferred.
The figure used is from MIERCE MINIATURES Darklands. The model name is Eadric, Thēoden of Mierce on Foot. The figure is 30mm unpainted resin.
Spoiler Alert!
Bio:
N/A
Quote:
DEATH GRIP
When Beawið engages large or huge figures, add 2 attack dice. The opponent may not disengage using any special abilities.
WARRIOR’S SACRIFICE
When a Bondsman of Götland figure receives one or more wounds, before removing the figure you may add 1 wound marker to Beawið's Army Card and have the selected Bondsman ignore all other wounds. Figures must be within 4 clear sight spaces of Beawið to benefit from Warrior's Sacrifice.
-Rulings and Clarifications- Can Beawið save more than one bonded figure from death on the same turn?
Yes. One wound marker is added to his card for each figure. The figures cannot move or attack again until their next turn.
If Jotun throws Beawið, does Beawið cling to the giant or do they forcibly disengage?
Jotun wins with throwing. If Beawið can’t reach his opponent, he can’t exactly attack. There are apparently some exceptions for special abilities that can break the Death Grip.
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-Combinations and Synergies- Synergy Benefits Received
- SIR ORRICK: A Brother's Call
As a Human who follows Jandar, Beawið may aid Sir Orrick with his A BROTHER'S CALL movement bonus.
Synergy Benefits Received
- HUMAN CHAMPION BONDING
Bondsmen of Götland (Unofficial)
- CAPT. JOHN VARAN: Purple Heart
As a Human who follows Jandar, Beawið may benefit from Capt. John Varan's PURPLE HEART wound reassignment.
- EBON ARMOR: Animated Materiel & Eternal War
As a Unique Human, a destroyed Ebon Armor you control may be placed on Beawið’s Army Card to replace Beawið upon his own destruction.
Bondsmen of Götland- 70 Common
The figures used are Vikings from V&V MINIATURES. The figures are 28mm unpainted.
Spoiler Alert!
Bio:
N/A
Quote:
HUMAN CHAMPION BONDING
Before taking a turn with the Bondsmen of Götland, you may first take a turn with any Human Champion you control.
SHIELD WALL ADVANCE
When defending, each Bondsman of Götland adds 1 defense die if the figure is adjacent to at least 2 other Bondsmen of Götland. If an order marker is revealed on this Army Card, add 2 defense dice when defending against normal ranged attacks.
-Rulings and Clarifications- Do the Bondsmen get 3 extra defense dice against ranged attacks?
No. They either get 1 or 2 extra dice from Shield Wall Advance depending on the type of attack. 3 dice max for meeting Shield Wall conditions, 4 dice max for defense against normal ranged attacks. If a lone figure is separated from the group, that bondsman does not get any extra defense dice, even for ranged attacks, since the figure is not part of a shield wall.
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-Combinations and Synergies- Synergy Benefits Received
- SIR GILBERT : Jandar’s Dispatch
As a Squad that follows Jandar, Bondsmen of Götland may benefit from Sir Gilbert's JANDAR'S DISPATCH movement bonus.
- BEAWIÐ (Unofficial): Warrior’s Sacrifice
If the Bondsmen are bonded to Beawið, they may be recalled to the battlefield by Beawið’s WARRIOR SACRIFICE power.
Skae Mach- 60 Unique
The figure used is from SHIELDWOLF MINIATURES. The model name is Icemaiden Druid. The figure is 28mm unpainted polyurethane resin.
Spoiler Alert!
Bio:
N/A
Quote:
STAFF OF ULANIVA SPECIAL ATTACK
Range 4. Attack 1.
Choose a small or medium figure within 4 clear sight spaces to attack. If you roll a skull, the figure receives 1 unblockable wound. If you roll a shield, add a wound marker to Skae Mach's Army Card.
TAME BEAST
If Skae Mach moves adjacent to a Dragon or Beast figure, instead of attacking, roll the 20-sided die. If you roll a 17-19, place a Negation Marker on the figure’s Army Card. All of that figure’s special powers are negated for the entire game. If you roll a 20 or higher, take control of the figure and that figure’s Army Card.
-Rulings and Clarifications- Does Skae Mach need direct line of sight to use the Staff of Ulaniva?
Yes.
Does Skae Mach get 4 range for Tame Beast?
No. Unlike Morsbane, she needs to be adjacent to negate. The card phrasing may be interpreted as requiring initial engagement movement to negate, but she also does not necessarily have to move or attack that turn. It just seems unlikely any experienced player would intentionally place Charos or Braxas directly next to her knowing what she has the capability to do.
Does rolling a 20 negate the Tamed Beast?
No. Morsbane’s Rod of Negation banishes figures from existence. Skae Mach’s style of negation attempts to subdue an aggressor and turn them into an ally. If a 20 is rolled, the figure switches sides and retains their special powers. The figure will however keep any existing wound markers and immediately remove any order markers. The captured figure remains in the player’s control even if Skae Mach is destroyed.
Does a captured figure get to move if an Order Marker was placed on their card before they switched sides?
No. Order markers are removed immediately if the figure is tamed. The figure does not get any special turns after being converted. The figure can be moved the next time an order marker is applied.
Does the Wyvern count as a Dragon?
No. The card says it is a Wyvern and a Predator, so it cannot be tamed.
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Note: Like the Wyvern, Himmelskralle is a Wyvern and a Hunter; therefore Himmelskralle is not affected by Tame Beast.
Utgar
Spoiler Alert!
Gronn- 140 Unique
The figure used is a REAPER MINIATURES Warg. The figure is 28mm unpainted and is available in plastic or metal.
Spoiler Alert!
Bio:
N/A
Quote:
GNAWING HUNGER
Gronn may attack twice if his first attack inflicts at least 1 wound.
CALL THE PACK
After moving, if Gronn did not attack this turn, roll the 20-sided die. If you roll a 16-19, select up to 3 Wolves or Hybrids that you control within 6 spaces and place them on any unoccupied spaces adjacent to Gronn. If you roll a 20 or higher, after repositioning the selected figures you may take an additional turn with any that have a relentless personality.
LOCKJAW
Small or medium figures engaged by Gronn cannot disengage using any special ability.
-Rulings and Clarifications- Does rolling a 20 for Call the Pack still allow moving wolves adjacent to Gronn?
Yes. All previous special abilities requiring 14 or higher are included when a higher number is rolled.
Does Werewolf Lord (Lycanthrope) count as a Wolf or a Hybrid?
Technically no. He is Relentless however, so he can receive some synergy.
If a wolf is engaged when Gronn Calls the Pack, will it take a disengagement strike if it moves?
Yes. It is generally safer to summon wolves that are not engaged rather than force them to retreat.
Does Lockjaw work on Large or Huge figures?
No. It does work against medium-sized soulborgs however. Gronn can engage Major X17 in a deathgrip contest to see who falls first.
How does Lockjaw affect units with Disengage and Ghost Walk?
Unlike Cyberclaw, Lockjaw does not prevent Ghost Walk movement through adjacent spaces. Gronn’s ability only works when he is directly engaged by an adjacent attack. Units with range may generally disengage without penalties, but adjacent figures cannot use Disengage special abilities like Ghost Walk to get away from him. Ninjas that like to vanish will not be very effective against him unless they can deliver a fatal strike when he is at low health.
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-Combinations and Synergies-
Synergy Benefits Received
- ORNAK : Red Flag of Fury
As a unique hero that follows Utgar, Gronn may benefit from Ornak’s RED FLAG OF FURY activation synergy.
Synergy Benefits Offered
Wolves/Hybrids
- ANUBIAN WOLVES : Wolves
As Relentless Wolves, Anubian Wolves may benefit from all of Gronn's CALL THE PACK abilities.
- DUMUTEF GUARD : Relentless
As a Relentless Personality, Dumutef Guard may benefit from one of Gronn's CALL THE PACK abilities.
- KHOSUMET THE DARKLORD : Wolf
As a Relentless Wolf, Khosumet may benefit from all of Gronn's CALL THE PACK abilities.
- WOLVES OF BADRU : Wolves
As Relentless Wolves, the Wolves of Badru may benefit from all of Gronn's CALL THE PACK abilities.
- WEREWOLF LORD : Lycanthrope
As a Relentless Personality, Werewolf Lord may benefit from one of Gronn's CALL THE PACK abilities.
The figure used is from Iain Lovecraft’s PIRATES VS. CTHULHU Kickstarter. The model name is Mary Read. 3D Prints are available on Etsy or Filament to Fantasy. Figure is unpainted and available in 28mm or 32mm scale.
Spoiler Alert!
Bio:
N/A
Quote:
NO QUARTER SPECIAL ATTACK
Range 2. Attack 2 + Special.
After moving, Maggie Jones may attack up to four separate times. If Maggie inflicts at least two wounds on a single adjacent Unique Hero, you may target that figure for a second No Quarter Special Attack, adding an attack die for each wound marker on that figure's Army Card.
DISENGAGE
Maggie is never attacked when leaving an engagement.
-Rulings and Clarifications- Can No Quarter target separate figures?
Yes. Up to four common squad members or heroes.
If two Unique Heroes both receive two wounds, does No Quarter allow attacking both an additional turn?
Yes. This would statistically be quite difficult to pull off with only two attack dice and four rolls.
Can No Quarter be cycled more than two times if the damage keeps stacking up?
No. No Quarter does not allow a third 4x attack, even if two wound markers are added a second time.
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-Combinations and Synergies-
Synergy Benefits Received
- ORNAK : Red Flag of Fury
As a unique hero that follows Utgar, Maggie Jones may benefit from Ornak’s RED FLAG OF FURY activation synergy.
AMBUSH
If three or more Cutthroat Marauders attack the same small or medium figure, the opponent can roll only one defense die for each attack.
RANSACK
If a Cutthroat Marauder destroys a Unique Hero with an unrevealed order marker on that figure's Army Card, you may immediately take a turn with any Common Pirate Squad you control.
-Rulings and Clarifications- If the Marauders surround an opponent, can another hero attack and take advantage of the 1 defense die rule?
No. Ambush only works when attacking with three Marauders. Defense dice are rolled normally if another squad or hero approaches and attacks the surrounded figure.
If the Marauders simultaneously kill two or three heroes in the same turn, does Ransack add two or more additional turns?
The odds of this happening seem small, but theoretically if each Marauder defeated a separate hero, the squad would still only get to move and attack one more time, not three more times. However if another Hero was killed on the second turn, the Marauders could continue to Ransack until they fail to bring down any more opponents.
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- KNIGHTS OF BLACKGAARD : RELENTLESS ARMY ATTACK BONUS
Having a Relentless personality, the Cutthroat Marauders may aid the Knights of Blackgaard with their RELENTLESS ARMY ATTACK BONUS.
- SMUGGLERS OF BUTCHER'S COVE (Unofficial): Pirates
Being Pirates, Cutthroat Marauders may provide the Smugglers of Butcher's Cove with an additional defense die for their MOTLEY CREW Pirate defense bonus.
IMPENETRABLE DEFENSES
When rolling defense dice against a normal attack from an adjacent small or medium figure, all excess shields count as unblockable hits on the attacking figure.
ADAPTIVE SHIELDING
When defending against an opponent that is more than 4 spaces away, add 1 automatic shield to your defense roll. Deathwalker 6000 cannot be targeted by ranged special attacks.
FLAWED PROGRAMMING
When attacking Mariedian figures, subtract 3 dice from Deathwalker 6000’s initial attack roll.
-Rulings and Clarifications- Can Deathwalker 6000 be affected by splash damage special attacks?
Yes. As long as Deathwalker 6000 is not the primary target.
Can Deathwalker 6000 be negated?
Technically yes, if Morsbane is adjacent.
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-Combinations and Synergies-
Synergy Benefits Received
- KHOSUMET THE DARKLORD : Relentless Assault
Having a Relentless personality, Deathwalker 6000 may benefit from Khosumet the Darklord’s RELENTLESS ASSAULT attack bonus.
- EXECUTIONER 616: Remote Detonation
As a Soulborg, Deathwalker 6000 may be exploded by Executioner 616.
Synergy Benefits Received
- DEATHCOMMANDER MARK 3 : Marked for Destruction
As a Soulborg who follows Utgar, Deathwalker 6000 may benefit from Deathcommander Mark 3's MARKED FOR DESTRUCTION.
- ZETTIAN INFANTRY : Utgar Soulborg Bonding
As a Soulborg Hero that follows Utgar, Deathwalker 6000 may benefit from Zettian Infantry's UTGAR SOULBORG BONDING.
- GRONN (Unofficial): Call the Pack
Having a Relentless personality, Deathwalker 6000 may benefit from Gronn's CALL THE PACK abilities.
Zettian Deathwalkers- 80 Unique
The figures used are from GAMES WORKSHOP Warhammer 40k. The models are Tau XV25 Stealth Battlesuits. Figures are unpainted and available in 28mm Heroic scale.
Spoiler Alert!
Bio:
N/A
Quote:
PHELACRON RIOT CONTROL CANISTERS
Instead of attacking, each Zettian Deathwalker you control may target a small or medium figure within range. Roll the 20-sided die separately for each target. If you roll a 14 or higher, place a Smokescreen Marker on the targeted figure's Army Card. The move number of any figures affected by Phelacron Riot Control Canisters will be reduced by 2 on the next revealed order turn.
ZETTIAN CLOAKING TECHNOLOGY
If a Zettian Deathwalker does not move this turn, it cannot be targeted by ranged attacks.
-Rulings and Clarifications- Can Riot Control stack up against the same figures?
No. Zettians can only reduce the movement of figures by 2, not 4 or 6.
Do ranged special attacks work against Zettian Cloaking Technology?
No. Zettian Deathwalkers cannot be seen while cloaked, therefore they cannot be targeted. The second they move however, they are probably toast since they lack the heavy armor of more advanced Deathwalker models.
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-Combinations and Synergies-
Synergy Benefits Received
- DEATHWALKER 9000 : Range Enhancement
As Soulborg Guards with a range of 4 or more, Zettian Deathwalkers may benefit from Deathwalker 9000’s RANGE ENHANCEMENT special power.
- WARDEN 816 : Guard Leadership
As Guards, Zettian Deathwalkers may benefit from Warden 816's GUARD LEADERSHIP movement bonus.
- EXECUTIONER 616: REMOTE DETONATION
As Soulborgs, Deathreavers may be exploded by Executioner 616.
Synergy Benefits Received
- DEATHCOMMANDER MARK 3 : MARKED FOR DESTRUCTION
As Soulborgs who follow Utgar, Zettian Deathwalkers may benefit from Deathcommander Mark 3's MARKED FOR DESTRUCTION.
Revenant of Annellintia- 50 Uncommon
The figure used is a 3D print from 3D Printed Tabletop/Cast N’ Play. Model name is Banshee/Ghost. Figure is unpainted.
Spoiler Alert!
Bio:
N/A
Quote:
HAUNTING DIRGE
After moving and before attacking, you may choose a small or medium Hero figure within 4 clear sight spaces. Place a grey Dread Marker on that figure's Army Card. Whenever an Undead figure you control targets an opponent with a Dread Marker, add 1 to your 20-sided die roll. Dread Markers cannot be placed on Soulborgs or other Undead.
COLD EMBRACE
When defending against an adjacent attack, instead of rolling defense dice you may roll the 20-sided die. If you roll a 17 or higher, destroy both the attacker and the Revenant of Annellintia.
STEALTH FLYING
When counting spaces for a Revenant of Annellintia's movement, ignore elevations. A Revenant of Annellintia may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When a Revenant of Annellintia starts to fly, if it is engaged it will not take any leaving engagement attacks.
-Rulings and Clarifications- Can Revenant of Annellintia stack multiple Dread Markers on a figure?
Yes. Only one marker can be placed on the same figure per round. You cannot stack three markers consecutively on a figure by placing all 3 Order Markers on Revenant of Annellintia.
Any limit to the number of Dread Markers that can be placed in a game?
No. Unlike Morsbane who has a limited number of negation markers, Revenant of Annellintia does not run out of Dread to disperse.
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-Combinations and Synergies-
Synergy Benefits Received
- DUMUTEF GUARD : Devourer Attack Enhancement
As a Devourer, Revenant of Annellintia may benefit from Dumutef Guard’s DEVOURER ATTACK ENHANCEMENT.
Synergy Benefits Offered
- HAUNTING DIRGE: Undead D20 +1
Undead figures with 20-sided die abilities that target opponents:
- BATS OF MORINDAN (Unofficial) : Devourer Bonding
As a Devourer Hero, Revenant of Annellintia may benefit from the Bats of Morindan’s DEVOURER BONDING movement bonus.
Tul-Wek-Na- 130 Unique
The figure used is from WIZKIDS Dungeons and Dragons Baldur’s Gate: Descent into Avernus. Model name is Babau #002 (Unarmed). Figure is repainted.
Spoiler Alert!
Bio:
N/A
Quote:
TELEKINESIS
Before moving, select a small or medium figure within 4 clear sight spaces of Tul-Wek-Na. You may place the figure within 2 spaces of the original position. Disregard elevation.
MIND MANIPULATION
Instead of attacking, roll the 20-sided die. If you roll an 11 or higher, you may choose a common squad figure within 4 clear sight spaces. If possible, attack with that figure instead of Tul-Wek-Na.
ENSNARE MIND
If a unique figure attacks Tul-Wek-Na from an adjacent space, roll the 20-sided die. If you roll a 19 or higher, remove any order markers on that figure's Army Card and take permanent control of the figure.
- MARRDEN NAGRUBS : Hivelord Life Bonding
As a Hivelord, Tul-Wek-Na may benefit from Marrden Nagrub's HIVELORD LIFE BONDING activation bonus and life enhancement.
- ORNAK : Red Flag of Fury
As a Unique Hero that follows Utgar, Tul-Wek-Na may benefit from Ornak’s RED FLAG OF FURY activation synergy.
- SU-BAK-NA : Hive Supremacy
Belonging to the Marro race, Tul-Wek-Na may benefit from Su-Bak-Na’s HIVE SUPREMACY d20 enhancement.
-TUL-BAK-RA : Teleport Reinforcements
Belonging to the Marro Race, Marro Dividers may benefit from Tul-Bak-Ra's TELEPORT REINFORCEMENTS summoning.
The figure is a Hound of Tindalos from thePETERSEN GAMES Cthulhu Wars Beyond Time and Spaceexpansion set. Model is unpainted.
Spoiler Alert!
Bio:
N/A
Quote:
PSIONIC SHRIEK
After moving, if an opponent figure within 4 clear sight spaces is not engaged with any figures, roll the 20-sided die. If you roll a 16-19, you may move up to 3 common Marro or Wulsinu figures you control adjacent to the Marrden Broodwatcher. If you roll a 20 or higher, you may place 1 Marro Warlord or Hivelord adjacent to the targeted figure.
HIVE TETHER
If a Marrden Broodwatcher is within 3 spaces of a Marro Hive you control, add 3 dice to its attack and defense.
SYMBIOSIS
Any Nagrub Guards adjacent to a Marrden Broodwatcher receive an additional defense die.
-Rulings and Clarifications- Can Marrden Broodwatchers be replaced via Marro Rebirth using a Marro Hive?
No. They are not part of a common Marro squad.
Can Marrden Broodwatchers summon Hivelords and Marro squads from anywhere on the battlefield using Psionic Shriek?
Yes. The Psionic Shriek call summons Marro to defend the Hive. Unlike with Tul-Bak-Ra’s Teleport Reinforcements ability, if the figures are engaged they will take leaving engagement attacks.
Do summoned figures get to move and attack immediately when summoned?
No. The figures have to wait until an order marker is placed on the army card.
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-Combinations and Synergies-
Synergy Benefits Received
- MARRO HIVE: Hive Tether Marrden Broodwatcher may benefit from proximity to Marro Hive.
Synergy Benefits Offered
- MARRDEN NAGRUBS : Hivelord Life Bonding
As Nagrub Guards, Marrden Nagrubs may benefit from a Marrden Broodwatcher's SYMBIOSIS activation bonus and life enhancement.
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CELESTIAL FORTUNE
After moving and before attacking, roll the 20-sided die five times. Each time you roll a 16 or higher, Huang Shen may attack an additional time.
FLYING
When counting spaces for Huang Shen's movement, ignore elevations. Huang Shen may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Huang Shen starts to fly, if he is engaged he will take any leaving engagement attacks.
-Rulings and Clarifications- Does Huang Shen ignore disengagement strikes when flying?
Huang Shen must take any disengagement strikes.
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-Combinations and Synergies-
Synergy Benefits Received
N/A
Synergy Benefits Offered
- SACRED BAND : Disciplined Army Defense Bonus
Having a Disciplined personality, Huang Shen may aid the Sacred Band with their DISCIPLINED ARMY DEFENSE BONUS.
*NOTE: See The Book of Sacred Band for proper application.
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C3V and SoV Custom Synergies
Synergy Benefits Offered
- GREENSCALE WARRIORS: Loyalty to the Lizard King Greenscale Warriors may receive additional attack and defense dice if bonded to Huang Shen.
Synergy Benefits Received
- SHI GOZAN: Holy Vows
Being a Guardian, Huang Shen receives one extra defense when adjacent to Shi Gozan.
- GREENSCALE WARRIORS: Lizard King Bonding
Being a Dragon, Huang Shen may receive an additional turn by bonding with the Greenscale Warriors.
Shi Gozan- 120 Unique
The figure used is from the CMON Rising Sun board game. The model is a Bonsai Clan Bushi. The figure is 32mm unpainted.
Spoiler Alert!
Bio:
N/A
Quote:
THUNDEROUS STRIKE
If Shi Gozan triggers an engagement first, roll 2 additional attack dice before attacking normally. If a skull is rolled for Thunderous Strike, it cannot be blocked.
HOLY VOWS
Any Monks or Guardians adjacent to Shi Gozan receive an additional defense die.
-Rulings and Clarifications- Are all skulls unblockable skulls after using the Thunderous Strike?
No. The two unblockable skulls only apply for the Thunderous Strike. For any subsequent normal attack the defender rolls for defense.
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-Combinations and Synergies-
Synergy Benefits Received
N/A
Synergy Benefits Offered
- SHAOLIN MONKS: Holy Vows
Being Monks, the Shaolin Monks may may benefit from Shi Gozan's HOLY VOWS defense bonus.
- SACRED BAND : Disciplined Army Defense Bonus
Having a Disciplined personality, Jade Temple Guardians may aid the Sacred Band with their DISCIPLINED ARMY DEFENSE BONUS.
*NOTE: See The Book of Sacred Band for proper application.
- MASTER WIN CHIU WOO : Holy Vows
As a Monk, Master Win Chiu Woo may benefit from Shi Gozan's HOLY VOWS defense bonus.
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C3V and SoV Custom Synergies
Synergy Benefits Offered
- JADE TEMPLE GUARDIANS (Unofficial): Holy Vows
Being Guardians, the Jade Temple Guardians may benefit from Shi Gozan's HOLY VOWS defense bonus.
- HUANG SHEN (Unofficial): Holy Vows
Being a Guardian, Huang Shen may benefit from Shi Gozan's HOLY VOWS defense bonus.
HEAVENLY STRIKE
If the Temple Guardians trigger an engagement first, roll 1 additional attack die before attacking normally. If a skull is rolled for Heavenly Strike, it cannot be blocked.
STEADFAST DEVOTION
If none of the Temple Guardians move this turn, add 1 die to their defense.
-Rulings and Clarifications- If the Temple Guardians attack a figure for the first time, do they get the Heavenly Strike bonus?
No. The rule only works if they are initiating the engagement. If a figure is attacking them, they are not initiating the engagement. If a ranged figure has attacked them and they charge adjacent to attack in the next turn, they are not getting the first strike in.
If the Temple Guardians are engaged with one figure in a squad, are the other squad members also affected by the Heavenly Strike bonus?
No. The Heavenly Strike only affects individual units. A single drone who gets attacked by a Temple Guardian may fall to first strike, but his other squad members are not engaged or automatically vulnerable to Heavenly Strike. The Guardians would need to engage them first to get the first strike. The drone’s remaining squad may retaliate and tie up the Temple Guardians before they can initiate engagement. The two defending Guardians would not be able to use Heavenly Strike against those figures for the rest of the game.
Temple Guardians are engaged with a squad. Can they target an adjacent figure from the one they are engaged with to get the Heavenly Strike?
Yes, so long as they do not move or disengage. This technique is sometimes used by Blastatrons to get a bonus, so it should work here.
If the Guardians engage, roll a shield for Heavenly Strike, fail to kill the opponent with a normal attack, then stay engaged, can they attack again with Heavenly Strike against the same figure on their next turn? The instance still technically meets the condition of the Guardian having triggered the engagement first.
Yes. It seems fair that they can attack the same figure again with Heavenly Strike.
Can the Guardians disengage, then try to engage again to get Heavenly Strike?
No. The Heavenly Strike only works once engagement is initiated for the first time between figures. A second engagement is not the first engagement, even if the Guardians are the ones on the offensive.
Can Samurai use Counter Strike against Temple Guardians?
They cannot defend against Heavenly Strike, but the Counter Strike works against normal attacks. If the Heavenly Strike rolls a shield instead of a skull, the Samurai could destroy the Guardian when they follow up with a normal attack.
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-Combinations and Synergies-
Synergy Benefits Received
N/A
Synergy Benefits Offered
- SACRED BAND : Disciplined Army Defense Bonus
Having a Disciplined personality, Jade Temple Guardians may aid the Sacred Band with their DISCIPLINED ARMY DEFENSE BONUS.
*NOTE: See The Book of Sacred Band for proper application.
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C3V and SoV Custom Synergies
Synergy Benefits Offered
N/A
Synergy Benefits Received
- SHI GOZAN (Unofficial): Guardian Bonding
Being Guardians, the Jade Temple Guardians receive one extra defense when adjacent to Shi Gozan.
Kunoichi Handmaidens- 70 Unique
The figures used are from the CMON Rising Sun board game. The models are Koi Clan Warriors and a Koi Clan Leader. The figures are 32mm unpainted.
Spoiler Alert!
Bio:
N/A
Quote:
ELEGANT DEFLECTION
When rolling defense dice against an adjacent figure, if all attacks are blocked, the attacking figure receives 1 unblockable hit. This power does not work against other Samurai.
UNWAVERING DEDICATION
If a Kyrie Warrior following Einar is targeted by an attack, a Kunoichi Handmaiden within 8 spaces may take all wounds instead.
PHANTOM WALK
Kunoichi Handmaidens may pass through all figures when moving and are never attacked when leaving an engagement.
-Rulings and Clarifications-
How can the Handmaidens defend Empress Kiova if they are out of their move range? If they are all the way on the other side of the map, can they still defend her?
As long as Kiova is in clear sight, they can sprint and hurl themselves in front of an attack to save her from being wounded. The effective distance the Handmaidens can reach Kiova in time is 8 spaces. The extra space comes from a desperate leap on the last space. If Handmaidens are 30 spaces away and blocked by walls or high terrain, they cannot effectively protect the Empress.
Are Onna-Bugeisha considered to be Samurai for Kato Katsuro's Command or Hatamoto Taro’s Heroic Defense Aura?
Onna-Bugeisha are technically a special class of female samurai with traits more akin to ninja. Historically the noblewomen that followed the Bushido code would have been considered elite warriors of equal status to Samurai, but they still are not quite the same class. Army Cards are very specific in wording, so they do not receive synergy from Kato Katsuro or Hatamoto Taro.
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-Combinations and Synergies-
Synergy Benefits Received
Disputed: See Above Rulings
- HATAMOTO TARO : Heroic Defense Aura
As Samurai, the Kunoichi Handmaidens may benefit from Hatamoto Taro’s HEROIC DEFENSE AURA
- KATO KATSURO : Kato Katsuro's Command
As Samurai, the Kunoichi Handmaidens may benefit from Kato Katsuro's KATO KATSURO'S COMMAND activation synergy.
Synergy Benefits Offered
- EMPRESS KIOVA: Unwavering Loyalty
The Handmaidens have a unique bond with Empress Kiova and can sacrifice themselves to protect her.
- SACRED BAND : Disciplined Army Defense Bonus
Having a Disciplined personality, Kunoichi Handmaidens may aid the Sacred Band with their DISCIPLINED ARMY DEFENSE BONUS.
*NOTE: See The Book of Sacred Band for proper application.
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C3V and SoV Custom Synergies
Synergy Benefits Offered
N/A
Synergy Benefits Received
- TOMOE GOZEN: Defensive Formation (Disputed)
The Kunoichi Handmaidens may or may not be enhanced by Tomoe Gozen’s DEFENSIVE FORMATION ability.
Hideki Eiji- 100 Unique
The figure used is from the Wolf Clan Expansion of GCT STUDIOS Bushido: Risen Sun. The figure is 32mm unpainted.
Spoiler Alert!
Bio:
N/A
Quote:
FATAL CUT
When attacking a small or medium figure, if the first die you roll is a skull, the opponent cannot roll any defense dice.
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.
-Rulings and Clarifications- Are Ronin considered to be Samurai for Kato Katsuro's Command or Hatamoto Taro’s Heroic Defense Aura?
No. Ronin are Samurai, but they do not have a master. Therefore Hideki Eiji should not benefit from Samurai leadership bonuses. Other custom Ronin Samurai heroes and squads may treat this differently.
________________________________________________________________
-Combinations and Synergies-
Synergy Benefits Recieved
Disputed: See Above Rulings
- HATAMOTO TARO : Heroic Defense Aura
As a Samurai, Hideki Eiji may benefit from Hatamoto Taro’s HEROIC DEFENSE AURA
- KATO KATSURO : Kato Katsuro's Command
As a Samurai, Hideki Eiji may benefit from Kato Katsuro's KATO KATSURO'S COMMAND activation synergy.
Synergy Benefits Offered
- SACRED BAND : Disciplined Army Defense Bonus
Having a Disciplined personality, Hideki Eiji may aid the Sacred Band with their DISCIPLINED ARMY DEFENSE BONUS.
*NOTE: See The Book of Sacred Band for proper application.
________________________________________________________________
C3V and SoV Custom Synergies
Synergy Benefits Received
- EBON ARMOR : ANIMATED MATERIEL & ETERNAL WAR
As a Unique Human, a destroyed Ebon Armor you control may be placed on Hideki Eiji's Army Card to replace Hideki Eiji upon his own destruction.
- COUNT RAYMOND : MANEUVER 9
As a Human who follows Einar, Hideki Eiji may benefit from Count Raymond's MANEUVER 9 ability.
Synergy Benefits Offered
N/A
Yasashii- 50 Unique
The figure used is from the Shadow Clan Ninja expansion of FLYING FROG PRODUCTIONS Shadows of Brimstone: Forbidden Fortress. The figure is 32mm unpainted.
Spoiler Alert!
Bio:
N/A
Quote:
MERCIFUL END
When attacking, if an opponent figure receives at least 1 wound, Yasashii may attack again with 1 additional die added to his attack. If the opponent figure is destroyed, immediately move Yasashii up to 4 spaces. If you fail to destroy the figure, add 2 wound markers to this Army Card.
PADDED SANDALS
Any friendly Ninja figures that start their turn within 4 clear sight spaces may add 1 to their move number. This power does not affect Yasashii.
PHANTOM WALK
Yasashii can move through all figures and is never attacked when leaving an engagement.
-Rulings and Clarifications-
Does Yasashii get to move 4 spaces if he doesn’t inflict a wound?
Yasashii only gets to move 4 spaces when he destroys a figure. If he kills the figure on the first turn, he can move 4 spaces. Otherwise, he remains where he is. It does not matter if Yasashii ends his turn next to an opponent or not, though it is usually safer to try to retreat since Yasashii does not have a separate Vanish ability.
________________________________________________________________
-Combinations and Synergies- Synergy Benefits Received
N/A
Synergy Benefits Offered
- SACRED BAND : Disciplined Army Defense Bonus
Having a Disciplined personality, Yasashii may aid the Sacred Band with their DISCIPLINED ARMY DEFENSE BONUS.
*NOTE: See The Book of Sacred Band for proper application.
PADDED SANDALS : Ninja units
Any Ninja units may benefit from Yasashii's PADDED SANDALS activation synergy.
- KANTONO DAISHI : DISHONORABLE LEADERSHIP
As a Ninja, Yasashii may benefit from Kantono Daishi’s DISHONORABLE LEADERSHIP power.
- EBON ARMOR : ANIMATED MATERIEL & ETERNAL WAR
As a Unique Human, a destroyed Ebon Armor you control may be placed on Yasashii's Army Card to replace Yasashii upon his own destruction.
- COUNT RAYMOND : MANEUVER 9
As a Human who follows Einar, Yasashii may benefit from Count Raymond's MANEUVER 9 ability.
Ulrick- 150 Unique
The figure used is from the CMON Blood Rage board game. The model is a Raven Clan Warrior. The figure is unpainted.
Spoiler Alert!
Bio:
N/A
Quote:
FORGED ALLIANCES
Any Warlords who follow Einar receive an additional 2 attack dice if they are within 4 clear sight spaces. This power does not affect Ulrick.
EAGER FOR BATTLE
Any Human figures that you control with a wild personality add 2 to their move number.
RAVEN BANNERS
Add 3 to your die roll when rolling for either the Frenzy or Berserker Charge ability for any Human figures you control.
-Rulings and Clarifications-
If Ulrick is destroyed, do the other Warlords still get +2 attack?
No.
________________________________________________________________
-Combinations and Synergies- Synergy Benefits Received
-ROMAN LEGIONNAIRES /SACRED BAND : Einar Warlord Bonding
As a Warlord that follows Einar, Ulrick may benefit from Roman Legionnaires’ and Sacred Band’s WARLORD BONDING activation bonus.
- KHOSUMET THE DARKLORD : Relentless Assault
Having a Relentless personality, Ulric may benefit from Khosumet’s RELENTLESS ASSAULT ability.
- DEATH KNIGHTS OF VALKRILL : Unholy Bonding
As a Medium hero with "Relentless" personality, Ulric may benefit from the Death Knights of Valkrill's UNHOLY BONDING activation synergy.
Synergy Benefits Offered
- FORGED ALLIANCES: Warlords
Warlords who Follow Einar may receive an additional 2 attack dice.
Synergy Benefits Offered - DREADGUL RAIDERS : Eager for Battle
As Humans with the Wild personality, the Dreadgul Raiders may benefit from Ulrick’s EAGER FOR BATTLE power.
- DREADGUL RAIDERS : Raven Banners
As figures with the Berserker Charge ability, the Dreadgul Raiders may benefit from Ulrick’s RAVEN BANNERS power.
- DREADGUL SKIRMISHERS (Unofficial): Eager for Battle
As Humans with the Wild personality, the Dreadgul Skirmishers may benefit from Ulrick’s EAGER FOR BATTLE power.
- DREADGUL SKIRMISHERS (Unofficial): Raven Banners
As figures with the Frenzy ability, the Dreadgul Skirmishers may benefit from Ulrick’s RAVEN BANNERS power.
Synergy Benefits Received - COUNT RAYMOND: Maneuver 9
As a Human who follows Einar, Ulrick may benefit from Count Raymond's MANEUVER 9 ability.
- GRONN (Unofficial): Call the Pack
Having a Relentless personality, Ulrick may benefit from Gronn's CALL THE PACK abilities.
- KNIGHTS OF BLACKGAARD: Relentless Army Attack Bonus
Having a Relentless personality, Ulrick may aid the Knights of Blackgaard with their RELENTLESS ARMY ATTACK BONUS.
Dreadgul Skirmishers- 50 Common
The figures used are from V&V MINIATURES. The models are Viking Ulfhedinn and Berserkers. The figures are unpainted.
Spoiler Alert!
Bio:
N/A
Quote:
FIRST ASSAULT 2
When attacking with the Dreadgul Skirmishers, if the defending figure was not adjacent at the start of this turn, the Skirmishers receive 2 additional attack dice.
FRENZY
After you take a turn with the Dreadgul Skirmishers, roll the 20-sided die. If you roll a 16 or higher you may take another turn with the Dreadgul Skirmishers.
DISENGAGE
Dreadgul Skirmishers are never attacked when leaving an engagement.
-Rulings and Clarifications-
N/A
________________________________________________________________
-Combinations and Synergies- Synergy Benefits Received
- BRAVE ARROW: Scout Melee Attack Enhancement
As Scouts, Dreadgul Skirmishers may benefit from Brave Arrow’s SCOUT MELEE ATTACK ENHANCEMENT power.
- ULRICK (Unofficial): Raven Banners
As figures with the Frenzy ability, Dreadgul Skirmishers may benefit from Ulric’s RAVEN BANNERS power.
- ULRICK (Unofficial): Eager for Battle
As a Wild Human Squad, Dreadgul Skirmishers may receive an additional 2 movement from Ulric’s EAGER FOR BATTLE power.
- VENOC WARLORD: Frenzy Enhancement
Having the Frenzy power, Dreadgul Skirmishers may benefit from Venoc Warlord’s FRENZY ENHANCEMENT d20 bonus.
- VENOC WARLORD: Scout Leadership
As Scouts, Dreadgul Skirmishers may benefit from Venoc Warlord’s SCOUT LEADERSHIP movement bonus.
The figure used is a REAPER MINIATURES Pathfinder Vampire Hunter. The figure is unpainted 25-28mm. This sculpt is currently only available in metal and requires some assembly.
Spoiler Alert!
Required Glyph: Heirloom of Annellintia
Spoiler Alert!
Note: Elia Van Nessing always starts the game with the Heirloom of Annellintia glyph placed on her Army Card. It is a permanent artifact that is treated like a special ability. The treasure glyph can be stolen or negated. If Elia is destroyed, the glyph is removed from her Army Card and placed on the empty space on the battlefield.
Bio:
N/A
Quote:
SILVER BOLTS SPECIAL ATTACK
Range 4. Attack 3.
When attacking Wolves, Devourers, or Undead, all skulls rolled count for one additional hit.
SHADOW WALKER
When adjacent to ruins or walls, Elia cannot be targeted by normal ranged attacks.
HEIRLOOM OF ANNELLINTIA
While bearing the Heirloom of Annellintia, Elia is protected against curses like Lycanthropy, Chilling Touch, Life Drain, Soul Devour, and Mind Shackle. If targeted by these powers, you must counter-roll the 20-sided die. If you roll a 4 or higher, Elia is safe. If you roll a 1-3, place a black Affliction Marker on Elia's army card. While Afflicted, Elia cannot use Special Abilities or defend against attacks. Each time you take a turn with Elia, you may roll the 20-sided die. If you roll a 17 or higher, remove the Affliction Marker.
-Rulings and Clarifications- Does Silver Bolts work against Hybrids?
No. This is a bit of a loophole that results from having so many different classes to cover. Between Undead, Devourers, and Wolves, Hybrids seem to have slipped through the parameters.
Heirloom of Annellintia- How exactly does it work with special abilities?
The Heirloom is an enchanted artifact that protects the bearer from myriad curses. The attacker may still roll whenever 20-sided die special abilities come into play. However, even if a 20 is rolled by the attacker, Elia cannot be instantly destroyed or mind shackled. Only the number of her counter-roll matters in determining if she is incapacitated or safe.
Heirloom of Annellintia- What special abilities doesn’t this protect against?
Elia does not roll the 20-sided die for damage-focused special attacks like Chomp, Frenzy, Ranged Specials, Double Attacks, Counter Strike, Dragon Swoop, Rain of Flame/Majestic Fires splash damage, Explosion Special Attack, etc.
Heirloom of Annellintia- Can Elia be turned into a Werewolf, Vampire, or other hybrid?
No. The amulet protects her from curses, especially Lycanthropy and Vampirism.
Heirloom of Annellintia- Negation and Sudema’s Stare of Stone?
Morsbane’s Rod of Negation is one of the few powers that can break the enchantment on the Heirloom, so Elia is not protected from Negation by her lucky charm.
The Heirloom is implied to protect against Stare of Stone since it is a type of curse, even though it is not specifically mentioned by name on the card. Less commonly encountered curses such as the Helm of Mitonsoul and the Mitonsoul Glyph also cannot harm Elia. Toxic Skin and Marro Plague are similar poison effects that Elia is safe from.
Does the Rechets of Bogdan's Lethal Sting or Sujoah’s Poison Sting affect Elia?
The Heirloom protects against poison and curse afflictions from taking effect without damage, but it cannot prevent poison inflicted after a damage-based attack. Sujoah’s and the Rechets of Bogdan’s abilities will work against her since the effects are determined after rolling attack dice. As a general rule, the Heirloom defends against most D20 abilities rolled before attacking normally.
Is the Heirloom ability optional, like if it is preferable to take one wound of Marro Plague instead of rolling the 20-sided die and risking getting permanently frozen?
The Heirloom conditionally has to be rolled any time the 20-sided die is rolled to inflict a debilitating status effect, even if that effect is not as serious as negation or instant removal from the game. The risk of being paralyzed is the disadvantage of using a cursed artifact, albeit one that has many beneficial uses.
Shadow Walker vs. Deadeye Dan’s Sharpshooter?
Elia is not immune from ranged special attacks, even if adjacent to ruins or walls. The Heirloom of Annellintia does not counteract Sharpshooter.
________________________________________________________________
The figure used is from the BLACK SCORPION MINIATURES Cutlass! Pirates 4 kit. The figure is unpainted 32mm scale.
Spoiler Alert!
Bio:
N/A
Quote:
FLINTLOCK PISTOL BLAST SPECIAL ATTACK
Range 4. Attack 2.
Each skull rolled counts as one additional hit.
PIRATE CREW BONDING
Before taking a turn with Captain Morefew, you may first take a turn with one common Squad of Rogues or Pirates you control.
TERROR OF THE HIGH SEAS
For every wound marker placed on Captain Morefew, add one additional attack die.
-Rulings and Clarifications- Does Terror of the High Seas affect the Flintlock Pistol Special Attack?
No. Terror of the High Seas only adds to the common attack, for a maximum of four extra dice.
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-Combinations and Synergies-
Synergy Benefits Received
- AGENT SKAHEN: Cover Fire
When attacking an opponent's figure, if Agent Skahen inflicts one or more wounds, you may move one Tricky figure you control who follows Vydar and is within 8 clear sight spaces of Agent Skahen up to 4 spaces.
Synergy Benefits Offered
- OTONASHI : TRICKY SPEED 4
If adjacent to Captain Morefew at the start of the turn, Otonashi benefits from her Tricky personality movement bonus.
________________________________________________________________
C3V and SoV Custom Synergies
Synergy Benefits Received
N/A
Synergy Benefits Offered
- Pirate Crew Bonding
Pirates and Rogues may take a turn before moving.
The figures used for this unit are Cutlass! figures from BLACK SCORPION MINIATURES. The models on the card are from mixed sets Rogues 1, Rogues 2, Pirates 1, and Privateers 2, but each set comes with 4 different figures if you only want to buy one box. Figures are unpainted 32mm scale.
Spoiler Alert!
Bio:
N/A
Quote:
RUM-RUNNER TRADE SECRETS
Before moving, roll the 20-sided die. If you roll a 12 or higher, any Smugglers of Butcher's Cove you control add 2 to their move number and can pass through all figures. If a Smuggler is engaged prior to moving, the figure will take any leaving engagement attacks.
MOTLEY CREW
When defending, roll 1 additional defense die for every adjacent Rogue or Pirate you control, up to a maximum of +2 dice. Other Smugglers of Butcher's Cove do not count towards the Motley Crew power.
-Rulings and Clarifications- Do Smugglers gain the defense bonus from other Smugglers of Butcher’s Cove?
No. The defense bonus needs to come from a separate squad or unique figure.
________________________________________________________________
-Combinations and Synergies-
Synergy Benefits Received
- AGENT SKAHEN: Cover Fire
When attacking an opponent's figure, if Agent Skahen inflicts one or more wounds, you may move one Tricky figure you control who follows Vydar and is within 8 clear sight spaces of Agent Skahen up to 4 spaces.
Synergy Benefits Offered
- OTONASHI : TRICKY SPEED 4
If adjacent to the Smugglers of Butchers Cove at the start of the turn, Otonashi benefits from her Tricky personality movement bonus.
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CYBERLINK AURA
For any Agents or Soulborgs you control within 4 spaces, you may re-roll all defense dice once per engagement.
PHASE SHIFT
When rolling for defense against a normal attack, if 1 shield is rolled immediately move Eirdis 4 spaces, ignoring elevation. She will not take any wounds or leaving engagement attacks.
STEALTH FLYING
When counting spaces for Eirdis's movement, ignore elevations. Eirdis may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Eirdis starts to fly, if she is engaged she will not take any leaving engagement attacks.
-Rulings and Clarifications- How does the Cyberlink Aura work?
Always replace the original roll with the second roll. The player doesn’t get to revert back to the first roll if the second re-roll ends up worse. This ability is intended for when a soulborg or agent gets a bad defense roll the first time and wants to risk re-rolling for less damage. Cyberlink Aura is optional, so the player does not have to roll again if happy with the first roll.
The Cyberlink Aura can only be used one time per engagement; If Syvarris attacks twice and a Krav Maga Agent re-rolls for the first attack to avoid a hit, the agent does not get to re-roll again for the second attack. If a melee figure stays engaged to Major X17 for multiple turns, Major X17 does not get to keep re-rolling for every attack. He can re-roll to avoid damage one time against that engaged opponent.
Cyberlink Aura with Q9 and Deathreavers? These units are difficult enough to kill as it is.
The aura works for all soulborgs, no exceptions. Eirdis with Q9 or Deathreavers really isn’t quite as bad as having Q9+Raelin or Raelin with the Krav Maga Agents.
Does Eirdis have to move 4 spaces after rolling one shield, or can she remain in place?
She cannot stay in the same location. She has to phase 4 spaces away, even if it messes up her aura coverage of allies.
________________________________________________________________
-Combinations and Synergies- Synergy Benefits Received
- AGENT SKAHEN: Cover Fire
When attacking an opponent's figure, if Agent Skahen inflicts one or more wounds, you may move one Tricky figure you control who follows Vydar and is within 8 clear sight spaces of Agent Skahen up to 4 spaces.
Synergy Benefits Offered
- OTONASHI : TRICKY SPEED 4
If adjacent to Eirdis the Kyrie Warrior at the start of the turn, Otonashi benefits from her TRICKY personality movement bonus.
- Cyberlink Aura: Agents
Agents within 4 spaces of Eirdis may re-roll for defense once per engagement.
The figures used are from the PRIVATEER PRESS Warmachine Convergence of Cyriss line. The models are named Clockwork Angels. The figures are 28mm unpainted metal and require some assembly.
Spoiler Alert!
Bio:
N/A
Quote:
CYBERLINK NETWORK
After attacking or defending, you may re-roll all dice if the Eidolon of Vydar is within 3 spaces of another Kyrie you control. Eidolons may use this ability once per engagement.
STEALTH FLYING
When counting spaces for the Eidolons of Vydar's movement, ignore elevations. Eidolons of Vydar may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Eidolons of Vydar start to fly, if they are engaged they will not take any leaving engagement attacks.
-Rulings and Clarifications- When Eidolons re-roll, does it count as two attacks?
No. Re-rolling dice provides a second chance to get better attack or defense if the first roll is undesirable. The first roll is automatically cancelled out, and the second roll is final regardless of whether the roll is better or worse than the original roll.
Can Eidolons re-roll every single turn?
No. They can use this ability once per engagement. This means if the Cyberlink Network is used to get a better attack roll, the Eidolon that used that ability cannot re-roll again when defending against the figure they just attacked. The Eidolons regain the Cyberlink Network ability every time they engage with a different figure. Markers can be used to keep track of which Eidolons have used the ability if there are numerous kyrie on the battlefield.
Do other Eidolons count as Kyrie for the Cyberlink Network?
Yes.
________________________________________________________________
-Combinations and Synergies-
Synergy Benefits Received
- ATLAGA THE KYRIE WARRIOR: Kyrie Leadership
Belonging to the kyrie race, the Eidolons of Vydar may benefit from ATLAGA's Kyrie Leadership Movement bonus, which allows any kyrie you control to move 1 extra space.
- AGENT SKAHEN: Cover Fire
When attacking an opponent's figure, if Agent Skahen inflicts one or more wounds, you may move one Tricky figure you control who follows Vydar and is within 8 clear sight spaces of Agent Skahen up to 4 spaces.
- OTONASHI : TRICKY SPEED 4
If adjacent to the Eidolons of Vydar at the start of the turn, Otonashi benefits from her TRICKY personality movement bonus.
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The figures used are from MONSTER FIGHT CLUB/R.TALSORIAN GAMES Cyberpunk Red. The models are Solo and Netrunner (female) from the Edgerunners A kit. Netrunner (male) is from the Edgerunners C set. The figures are unpainted.
Spoiler Alert!
Bio:
N/A
Quote:
PROBE DEFENSES
Before attacking, roll the 20-sided die. If you roll a 14 or higher, the targeted figure will roll 1 less defense die.
SYSTEMS UPGRADE
If none of the Operatives move this turn, add 1 to their attack and defense.
MEMORY TRANSFERRAL
After attacking, instead of immediately destroying an opponent, the Operatives may transfer consciousness. The affected figure receives 1 life and will act as a member of the Talan Sec Operatives beginning the next turn. Destroy 1 Operative per transferral. This ability does not affect Huge figures or Undead.
-Rulings and Clarifications- Can the Operatives transfer consciousness to Soulborgs?
Yes. They have reverse-engineered the technology necessary to perform the procedure of implanting consciousness into a machine.
Can all three Operatives transfer consciousness in one turn?
Yes, if they each destroy a separate figure. Multiple Operatives cannot inhabit the same figure, or take over a figure they did not destroy on that turn. They also cannot transfer to a figure that another hero or squad killed.
Can the operatives transfer consciousness again from the figure they took over?
No. The Operatives cannot keep reincarnating into other bodies after they have used their ability once. The appropriated body the operative is inhabiting is not currently equipped with the implants required to transfer memories.
Does the player get to use the special abilities and stats on the card of the figure they replaced?
When an Operative takes over a figure, they assume all the powers and traits of the captured figure, with the exception that they permanently only have 1 total life. The figure cannot be healed to gain more life after the transition.
Does the player get to move the captured figure to the space previously occupied by the removed Operative?
No. The figure stays where it is.
Does the player get to take a turn with the captured figure immediately after taking over its mind?
No. The Operatives end their turn after attacking. The figure moves with the squad on their next turn. However, to make things fair the figure cannot move or be targeted while the Operative is still in the process of transitioning and adjusting to the new body. The opponent figure’s team has not had a chance to recognize that the figure has switched sides, so they have no reason to immediately start attacking their own ally.
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-Combinations and Synergies- Synergy Benefits Received
- AGENT SKAHEN: Cover Fire
When attacking an opponent's figure, if Agent Skahen inflicts one or more wounds, you may move one Tricky figure you control who follows Vydar and is within 8 clear sight spaces of Agent Skahen up to 4 spaces.
- LAGLOR : Vydar’s Range Enhancement Aura
As Vydar units with a range greater than 4, Talan Sec Operatives may benefit from Laglor’s VYDAR’S RANGE ENHANCEMENT AURA.
Synergy Benefits Offered
- OTONASHI : TRICKY SPEED 4
If adjacent to the Talan Sec Operatives at the start of the turn, Otonashi benefits from her TRICKY personality movement bonus.
________________________________________________________________
C3V and SoV Custom Synergies
Synergy Benefits Offered
N/A
Synergy Benefits Received
- M-43 RESISTANCE FIGHTERS : Guerrilla Tactics
As Mariedians, the Talan Sec Operatives may be moved using M-43 Resistance Fighters' GUERILLA TACTICS.
Ullar
Spoiler Alert!
Ealdreth- 110 Unique
The figure used is a CMON A Song of Ice and Fire Crannogman Warden from the Crannogman Trackers box set. The figure is 32mm unpainted with a terrain rock attached to the foot.
Spoiler Alert!
Bio:
N/A
Quote:
ILDERTHORN ARROWS SPECIAL ATTACK
Range 6. Attack 3 + Special.
Ealdreth may target up to 4 separate small or medium opponents. If a figure is destroyed by an Ilderthorn Arrow, add 1 attack die to the subsequent roll.
AUBRIEN RANGER'S CREST
Add 1 to your die roll when you roll for the Frenzy power for any figures who follow Ullar.
-Rulings and Clarifications- Can Ealdreth target the same figure 4 times?
No. He can target 4 separate figures if they are in range, but he does not get to attack 1 figure multiple times. If he can only target 1 or two figures in range, he can still use the special attack, but he will just attack 2 times, not 4.
Does the Ilderthorn Arrows attack bonus stack?
Yes, but temporarily. If Ealdreth kills two opponents in succession, he does get +2 dice on his next attack. If he kills one and fails to kill the second with the bonus attack die, he loses that +1 bonus on the next attack because he did not destroy a figure. If he has attacked 4 figures, his turn ends and any extra attack dice go away.
________________________________________________________________
-Combinations and Synergies-
Synergy Benefits Received
- ACOLARH : Ullar’s Amulet
As a follower of Ullar, Ealdreth may benefit from Acolarh’s ULLAR’S AMULET movement bonus.
- ACOLARH : Leaf of the Home Tree Aura
As an Elf, Ealdreth may benefit from Acolarh’s LEAF OF THE HOME TREE AURA defensive bonus.
- KYNTELA GWYN : Strength of Oak Aura 1
As an elf figure, Ealdreth may benefit from Kyntela Gwyn's STRENGTH OF OAK AURA 1 defense bonus.
The figure used is from the WIZARDS OF THE COAST Dungeons and Dragons Castle Ravenloft board game. The model name is Alissa. Figure is unpainted.
Spoiler Alert!
Bio:
N/A
Quote:
BLADES OF NULLONDIA SPECIAL ATTACK
Range 1. Attack 2 + Special.
Instead of attacking normally, you may target and attack any figures adjacent to Nidariel. If you roll 2 skulls, roll 2 additional dice. Roll dice separately for each figure.
LIGHT-FOOTED
After attacking, you may move Nidariel up to 4 spaces. Ignore any leaving engagement attacks.
-Rulings and Clarifications-
N/A
________________________________________________________________
-Combinations and Synergies-
Synergy Benefits Recieved
- ACOLARH : Ullar’s Amulet
As a follower of Ullar, Nidariel may benefit form Acolarh’s ULLAR’S AMULET movement bonus.
- ACOLARH : Leaf of the Home Tree Aura
As an Elf, Nidariel may benefit from Acolarh’s LEAF OF THE HOME TREE AURA defensive bonus.
- KYNTELA GWYN : Strength of Oak Aura 1
As an elf figure, Nidariel may benefit from Kyntela Gwyn's STRENGTH OF OAK AURA 1 defense bonus.
- DRIANARI GUARD (Unofficial): Elf Warden Bonding
As an Elf Warden, Nidariel may benefit from the Drianari Guard's ELF WARDEN BONDING activation synergy.
Drianari Guard- 80 Common
The figures used are from PRIVATEER PRESS Hordes. Models are Legion of Everblight Blighted Nyss Legionnaires. Figures are unpainted.
Spoiler Alert!
Bio:
N/A
Quote:
ELF WARDEN BONDING
Before taking a turn with the Drianari Guard, you may first take a turn with any Elf Warden you control.
LIGHT-FOOTED
After attacking, you may move any Drianari Guard figures up to 4 spaces. Ignore any leaving engagement attacks.
-Rulings and Clarifications-
N/A
________________________________________________________________
-Combinations and Synergies-
Synergy Benefits Recieved
- ACOLARH : Ullar’s Amulet
As followers of Ullar, Drianari Guards may benefit form Acolarh’s ULLAR’S AMULET movement bonus.
- ACOLARH : Leaf of the Home Tree Aura
As Elves, Drianari Guards may benefit from Acolarh’s LEAF OF THE HOME TREE AURA defensive bonus.
- KYNTELA GWYN : Strength of Oak Aura 1
As Elves, Drianari Guards may benefit from Kyntela Gwyn's STRENGTH OF OAK AURA 1 defense bonus.
- NIDARIEL (Unofficial): Elf Warden Bonding
As an Elf Warden, Nidariel may benefit from the Drianari Guard's ELF WARDEN BONDING activation synergy.
Synergy Benefits Received
N/A
Kyrien Mountain Roc- 70 Uncommon
The figure used is a Caucasian Eagle from the MONOLITH Mythic Battles Pantheon: Hephaistos Expansion set. The figure is 32mm scale unpainted.
Spoiler Alert!
Bio:
N/A
Quote:
DIVEBOMB
When attacking, if the Kyrien Mountain Roc begins the turn at an elevation at least 5 tiles higher than an opponent, add 2 attack dice.
AERIAL DOMAIN
When attacking opponents with Flying abilities, add 1 attack die.
FLYING
When counting spaces for the Kyrien Mountain Roc's movement, ignore elevations. The Kyrien Mountain Roc may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When the Kyrien Mountain Roc starts to fly, if he is engaged he will take any leaving engagement attacks.
-Rulings and Clarifications- Can the Mountain Roc use Divebomb against Huge figures?
Yes, if the starting position is 5 tiles higher than the opponent figure’s height.
If the Glyph of Rannveig is in play, can the Mountain Roc attack with Divebomb?
By falling down at least 5 spaces, the Roc technically could still attack an opponent that was 1 space away. The Aerial Domain bonus will not work with the activated Glyph of Rannveig, as the opponents cannot use Flying abilities.
If an opposing Flying figure is negated, does the Aerial Domain bonus still count?
No. The Mountain Roc only acts aggressively toward figures it determines to be a threat to its territory. Negated flightless creatures do not pose a challenge to its supremacy of the skies.
________________________________________________________________
-Combinations and Synergies-
Synergy Benefits Recieved
- ACOLARH : Ullar's Amulet As a follower of Ullar, the Kyrien Mountain Roc may benefit from Acolarh’s ULLAR’S AMULET movement bonus.
- FYORLAG SPIDERS : Predator Bonding
As a Predator, the Kyrien Mountain Roc may benefit from the Fyorlag Spiders' PREDATOR BONDING activation synergy.
STOMP
Before attacking, choose one small or medium opponent adjacent to Wildwood Elder. If the chosen figure is a Squad figure, destroy it. If the chosen figure is a small or medium Hero, add 2 attack dice.
ROOTS OF THE AWAKENED FOREST
If a friendly Wildwood Hero is destroyed, add 2 to Wildwood Elder's move number as long as the Wildwood Hero remains off the battlefield.
OLD GROWTH
When defending, Wildwood Elder adds 1 automatic shield.
-Rulings and Clarifications- Can Wildwood Monarch be resurrected by a Wildwood Sentinel?
Wildwood Elder is a huge figure, not a large figure. As a huge Wildwood Hero, Wildwood Elder cannot be resurrected by a Wildwood Sentinel.
Can Stomp be used against large Heroes?
No.
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-Combinations and Synergies-
Synergy Benefits Recieved
- ACOLARH: Ullar’s Amulet As a figure that follows Ullar, Wildwood Elder may benefit from Acolarh’s ULLAR’S AMULET movement bonus.
SEEDS OF THE AWAKENED FOREST
If all of your remaining order markers are placed on Army Cards for Wildwood figures, add 2 to each Wildwood Sapling's move number.
NEW GROWTH
Instead of attacking with all Wildwood Saplings, roll the 20-sided die once for each unique Wildwood Hero within 4 clear sight spaces of any Wildwood Saplings you control. If you roll a 16 or higher, place a previously destroyed Wildwood Sapling on a same-level space adjacent to that Wildwood Hero.
-Rulings and Clarifications- Can Wildwood Saplings be resurrected by a Wildwood Runner?
No. Wildwood Runners are Common Heroes, not Unique Heroes.
________________________________________________________________
-Combinations and Synergies-
Synergy Benefits Recieved
- ACOLARH: Ullar’s Amulet As figures that follow Ullar, Wildwood Saplings may benefit from Acolarh’s ULLAR’S AMULET movement bonus.
The figure used is a MONOLITH Mythic Battles Pantheon Python from the Pandora’s Box expansion set. The figure is 32mm scale unpainted. Model will overhang slightly on a 2-hex peanut base.
Spoiler Alert!
Bio:
N/A
Quote:
CONSTRICTION
Before attacking, roll the 20-sided die. If you roll a 16 or higher, choose an adjacent small or medium opponent and remove any order markers on that figure's Army Card. That figure cannot move or defend as long as Shemagorah remains adjacent. Every time an order marker is placed on the trapped opponent figure's Army Card, the figure receives 1 automatic wound.
SHED SKIN
If Shemagorah destroys a Unique Hero, remove all wound markers on her Army Card.
VIPER'S NEST
All friendly Viper Scouts and Protectors within 4 clear sight spaces of Shemagorah add 2 to their defense dice.
-Rulings and Clarifications- Can Shemagorah use Constriction on more than one opponent at a time?
Yes. She can trap multiple figures from a squad or separate heroes. However, if she moves away from a figure to attack another, the nonadjacent figure is no longer trapped or subject to order marker penalties.
________________________________________________________________
-Combinations and Synergies-
Synergy Benefits Recieved
- ACOLARH : Ullar’s Amulet
As a follower of Ullar, Shemagorah may benefit from Acolarh’s ULLAR’S AMULET movement bonus.
- FYORLAG SPIDERS: Predator Bonding
As a Predator, Shemagorah may benefit from Fyorlag Spiders’ PREDATOR BONDING activation bonus.
Synergy Benefits Offered
- ARMOC VIPERS : Viper’s Nest
As Viper Protectors, Armoc Vipers may benefit from Shemagorah’s VIPER’S NEST activation bonus.
- ELITE ONYX VIPERS: Viper’s Nest
As Viper Scouts, Elite Onyx Vipers may benefit from Shemagorah’s VIPER’S NEST activation bonus.
- VENOC VIPERS: Viper’s Nest
As Viper Scouts, Venoc Vipers may benefit from Shemagorah’s VIPER’S NEST activation bonus.
________________________________________________________________
C3V and SoV Custom Synergies
Synergy Benefits Offered
N/A
Synergy Benefits Received
N/A
Bezulub- 50 Unique
The figure used is a Giant Toad from MEGS3D on etsy. Model is unpainted.
Spoiler Alert!
Bio:
N/A
Quote:
TONGUE LASH SPECIAL ATTACK
Range 4. Attack 3.
When attacking a small or medium figure, if you roll 1 skull or more, immediately place the opponent figure on an empty space adjacent to Bezulub.
TOXIC SKIN
After attacking, you must roll the 20-sided die once for each figure adjacent to Bezulub. If you roll a 14 or higher, that figure receives one wound. Soulborgs are not affected by Toxic Skin.
GIANT LEAP X2
Instead of moving normally, you may place Bezulub up to 6 clear sight spaces away. When moving up or down levels of terrain, Bezulub may double his height.
-Rulings and Clarifications- Can Bezulub leap over Walls or Ruins? If he cannot see where he is landing, then no. If Bezulub has clear line of sight of the space where he is landing, then he can pass over any terrain obstacles.
Can Bezulub use his special attack if there are not any empty spaces adjacent to him? He can use the ranged attack, but he cannot pull the figure towards him.
Can Bezulub land on a space that is 6 tiles away, 6 tiles higher than his starting position? Leap works similar to Flying in that elevation is ignored when counting horizontal movement. As long as the landing space is not higher than 6, Bezulub can reach it in one jump.
________________________________________________________________
-Combinations and Synergies-
Synergy Benefits Recieved
- ACOLARH : Ullar’s Amulet
As a follower of Ullar, Bezulub may benefit from Acolarh’s ULLAR’S AMULET movement bonus.
- FYORLAG SPIDERS: Predator Bonding
As a Predator, Bezulub may benefit from Fyorlag Spiders’ PREDATOR BONDING activation bonus.
The figure used is a Giant Spider from the CMON Massive Darkness board game set. The figure is unpainted. The legs will overhang from a 2-hex peanut base.
Spoiler Alert!
Bio:
N/A
Quote:
PARALYTIC BITE SPECIAL ATTACK
Range 1. Attack 4.
If the Fyorlag Matriarch inflicts at least 1 wound to a Hero using Paralytic Bite, roll the 20-sided die. If you roll a 1-9, nothing happens. If you roll a 10-15, remove all order markers from that figure's army card. If you roll a 16-19, remove all order markers and place a white Paralysis marker on the affected figure's army card. The Hero is Paralyzed and cannot move, attack, or defend until the white marker is removed by cancelling out a new order marker turn. If you roll a 20 or higher, the figure is Paralyzed permanently and remains on the battlefield until removed. This ability does not affect Soulborgs.
FEED
When attacking a Paralyzed figure, for every wound inflicted remove 1 wound marker from the Fyorlag Matriarch.
-Rulings and Clarifications- Can the Fyorlag Matriarch attack a figure with Paralytic Bite again while they are Paralyzed?
The Fyorlag Matriarch cannot use Paralytic Bite when a figure is already Paralyzed. The Paralyzed status does not stack.
Can the Fyorlag Matriarch Paralyze an entire Squad or remove order markers on a Squad card?
No. Individual Squad figures are destroyed by one wound, so they cannot be paralyzed individually or as a unit. The Paralytic Bite only works against Hero figures.
________________________________________________________________
-Combinations and Synergies-
Synergy Benefits Received
- FYORLAG SPIDERS: Predator Bonding
As a Predator, the Fyorlag Matriarch may benefit from Fyorlag Spiders’ PREDATOR BONDING activation bonus.
- ESTIVARA : Lolth's Judgement Aura
As an arachnid, the Fyorlag Matriarch may benefit from Estivara's LOLTH'S JUDGEMENT AURA adding an additional attack.
The figure used is from the CMON Massive Darkness board game set Noble Warriors vs. the Cockatrix. The figure is unpainted.
Spoiler Alert!
Bio:
N/A
Quote:
PESTILENT BREATH
If the Pestilence of Karaloum ends its movement adjacent to any figures, roll the 20-sided die once for all affected. If you roll a 1-10, all adjacent figures are safe. If you roll 11-15, all adjacent figures receive 1 wound. If you roll 16-19, all adjacent figures receive 2 wounds. If you roll a 20 or higher, all adjacent figures receive 3 wounds. This ability does not affect Soulborgs or Undead.
-Rulings and Clarifications- Does the Pestilent Breath affect friendly figures?
Yes. Pestilent Breath can damage allies. The Pestilence should not be placed next to friendly figures except at the start of a game. The exception is Soulborgs or Undead.
________________________________________________________________
-Combinations and Synergies-
Synergy Benefits Received
- ARROW GRUTS : Beast Bonding
As a beast, Pestlence of Karaloum may benefit from Arrow Gruts’' BEAST BONDING activation bonus.
The figure used is a Razorwing from the FANTASY FLIGHT GAMES Descent: Journeys in the Dark board game. The figure is unpainted.
Spoiler Alert!
Bio:
N/A
Quote:
LIFE DRAIN
Each time Dhazh destroys a figure, you may remove a wound marker from this Army Card. Dhazh cannot Life Drain Destructible Objects.
GLUT THIRST
If Dhazh destroys a Unique Hero, instead of removing 1 wound marker for Life Drain, you may remove x-number of wound markers from this Army Card, where x- is the total number of wound markers placed on the destroyed figure's Army Card. This ability cannot be used on Soulborgs or Undead
STEALTH FLYING
When counting spaces for Dhazh's movement, ignore elevations. Dhazh may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Dhazh starts to fly, if he is engaged he will not take any leaving engagement attacks.
-Rulings and Clarifications-
N/A
________________________________________________________________
-Combinations and Synergies-
Synergy Benefits Received
- DUMUTEF GUARD : Devourer Attack Enhancement
As a Devourer, Dhazh may benefit from Dumutef Guard’s DEVOURER ATTACK ENHANCEMENT.
- BATS OF MORINDAN (Unofficial): Devourer Bonding
As a Devourer Hero, Dhazh may benefit from the Bats of Morindan’s DEVOURER BONDING movement bonus.
Bats of Morindan- 35 Common
The figure used is a Bat Swarm from PAIZO/WIZKIDS Pathfinder Battles Kingmaker. The two smaller swarm models on the card are modified from a second Bat Swarm model to save costs.
Spoiler Alert!
Bio:
N/A
Quote:
DEVOURER BONDING
Before taking a turn with the Bats of Morindan, you may first take a turn with any Devourer Hero you control.
DARKEN THE SKIES
If all of your remaining order markers are placed on Army Cards for Undead figures, you may move and attack with up to 9 Bats of Morindan you control.
STEALTH FLYING
When counting spaces for the Bats of Morindan's movement, ignore elevations. Bats of Morindan may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When a Bat of Morindan starts to fly, if it is engaged it will not take any leaving engagement attacks.
-Rulings and Clarifications- Bat or Bats?
Despite having multiple figures, each cluster of Bats is treated as a single unit.
Large and Huge Devourers? Ashi-Dhulu and the The Varja are excluded from Devourer Bonding since an extra turn would make the figures overpowered.
________________________________________________________________
-Combinations and Synergies-
Synergy Benefits Received
- VENOC WARLORD : Scout Leadership
As Scouts, the Bats of Morindan may benefit from Venoc Warlord’s SCOUT LEADERSHIP movement bonus.
Synergy Benefits Offered
- MARCU ESENWEIN : Devourer Bonding
As a Devourer Hero, Marcu Esenwein may benefit from the Bats of Morindan’s DEVOURER BONDING movement bonus.
________________________________________________________________
C3V and SoV Custom Synergies
Synergy Benefits Offered
DEVOURER BONDING : DEVOURERS
As medium Devourer Heroes, the following figures receive bonding with the Bats of Morindan:
Dhazh (Unofficial)
Revenant of Annellintia (Unofficial)
Synergy Benefits Received
N/A
BY NAME
Spoiler Alert!
Bats of Morindan
Beawið
Bezulub
Bondsmen of Götland
Captain Edwin Morefew
Cutthroat Marauders
Deathwalker 6000
Dhazh
Dreadgul Skirmishers
Drianari Guard
Ealdreth
Eidolons of Vydar
Eirdis the Kyrie Warrior
Elia Van Nessing
Fyorlag Matriarch
Gronn
Hideki Eiji
Huang Shen
Jade Temple Guardians
Kunoichi Handmaidens
Kyrien Mountain Roc
Maggie Jones
Marrden Broodwatcher
Nidariel
Pestilence of Karaloum
Revenant of Annellintia
Shemagorah
Shi Gozan
Skae Mach
Smugglers of Butcher's Cove
Talan Sec Operatives
Tul-Wek-Na
Ulrick
Wildwood Elder
Wildwood Saplings
Yasashii
Zettian Deathwalkers
BY POINT COST
Spoiler Alert!
25 Points
Pestilence of Karaloum
30 Points
Maggie Jones
35 Points
Bats of Morindan
50 Points
Bezulub
Dhazh
Dreadgul Skirmishers
Marrden Broodwatcher
Revenant of Annellintia
Smugglers of Butcher's Cove
Wildwood Saplings
Small Terrain Expansion: Fountain of Imriel
Revenant of Annellintia
Small Terrain Expansion: Fungal Wastes
Bezulub
Medium Terrain Expansion: Searing Dunes
Pestilence of Karaloum
Medium Terrain Expansion: The Lost Wood
Wildwood Elder
BY PLANET
Spoiler Alert!
Alpha Prime
Spoiler Alert!
Deathwalker 6000
Talan Sec Operatives
Zettian Deathwalkers
Earth
Spoiler Alert!
Beawið
Bondsmen of Götland
Captain Edwin Morefew
Cutthroat Marauders
Dreadgul Skirmishers
Hideki Eiji
Jade Temple Guardians
Kunoichi Handmaidens
Maggie Jones
Shi Gozan
Smugglers of Butcher’s Bay
Ulrick
Yasashii
Feylund
Spoiler Alert!
Bats of Morindan
Bezulub
Dhazh
Drianari Guard
Ealdreth
Elia Van Nessing
Gronn
Nidariel
Pestilence of Karaloum
Revenant of Annellintia
Shemagorah
Wildwood Elder
Wildwood Saplings
Icaria
Spoiler Alert!
Huang Shen
Skae Mach
Marr
Spoiler Alert!
Marrden Broodwatcher
Tul-Wek-Na
Valhalla
Spoiler Alert!
Eidolons of Vydar
Eirdis the Kyrie Warrior
Fyorlag Matriarch
Kyrien Mountain Roc
PROXY MODELS LIST
Spoiler Alert!
Beawið Alternative Models (Jarl)
Lord of the Rings Combat Hex Rohirrim Royal Guard 28mm
Games Workshop Lord of the Rings Rohan Captain on Foot Metal 28mm (Europe)
Bondsmen of Götland (Geats)
Spoiler Alert!
Saxon Fyrdmen- 50 Common
The figures used are Anglo-Saxons from V&V MINIATURES. The figures are 28mm unpainted.
These guys were an early version of the Bondsmen, but they lacked the desired Viking beards. I made them into a separate unit since I already had the card template finished, but the Saxons and Bondsmen were never intended to be drafted as a cohesive army. The figures might work as proxies or a separate bonded squad with a few tweaks to the stats.
Skae Mach Alternative Models (Sorceress)
Pathfinder Battles City of Lost Omens Changeling Exile #17
Reaper Sarah the Seeress 28mm
Reaper Hyrekia, Dragonthrall Mage 28mm
Reaper Catherine O’Mannon Metal 28mm
Reaper Inari Windsong Metal 28mm
Mantic Games Kings of War Forces of Nature Druid Metal
Kingdom Death: Monster Savior 40 Years Resin 30mm (Rare)
Gronn Alternative Models (Wolves)
Pathfinder Battles: Iconic Heroes Set V Leryn, Wolf #06 28mm
D&D: Icewind Dale: Rime of the Frostmaiden Wolf #20 28mm
D&D Icons of the Realms: Monster Menagerie Wolf #09/45 28mm
D&D Miniatures Giants of Legend Dire Wolf #25 28mm
D&D Miniatures Deathknell Timber Wolf #27 28mm
D&D Miniatures Dungeons of Dread Dire Wolf #37 28mm
D&D Icons of the Realms: Storm King's Thunder Winter Wolf #25/45 28mm
Revenant of Annellintia Alternative Models (Ghosts)
D&D Miniatures Angelfire Ghostly Consort #41 28mm
D&D Icons of the Realms: Rage of Demons Banshee #21/55 28mm
Reaper Ghost 28mm Unpainted
Games Workshop Warhammer: Age of Sigmar Myrmourn Banshees 28mm Unpainted
Otherworld Miniatures Shadows 30mm Unpainted
North Star Miniatures FGV332 Banshee Metal 28mm
Hammerlot Games Night Wraith Unpainted
Captain Morefew/Smugglers of Butcher’s Cove Alternative Models (Pirates)
Black Scorpion Miniatures Cutlass! 32mm
Freebooter Miniatures Freebooter’s Fate 30mm
Firelock Games Blood & Plunder 28mm
Wargames Foundry Pirates and Swashbucklers 28mm
Pathfinder Skull and Shackles 25-28mm
Reaper Miniatures 25-35mm
CMON Rum & Bones 32mm
Games Workshop Warhammer Pirates of Sartosa 28mm
Maggie Jones Alternative (Pirate Female)
Iain Lovecraft’s Pirates vs. Cthulhu Mary Killigrew 28/32mm
Black Scorpion Miniatures Cutlass! Female Pirates 32mm
Pathfinder Shattered Star Natalya Vancaskerkin 28mm
D&D Miniatures Curse of Strahd Ezmerelda D’Avenir 28mm
Freebooter Miniatures Freebooter’s Fate 30mm
Firelock Games Blood & Plunder 28mm
Wargames Foundry Pirates and Swashbucklers 28mm
Pathfinder Skull and Shackles 28mm
Reaper Miniatures 25-28mm
Ulrick Alternate Proxy Models (Barbarians)
Brother Vinni’s Ulrich the Dragon Slayer Unpainted
Warlord Games Hail Caesar Ariovistus 28mm Unpainted
CMON A Song of Ice and Fire Greatjon Umber 32mm, Unpainted
Reaper Miniatures Olaf Viking Chieftain 28mm, Unpainted
Hideki Eiji Alternative Proxy Models (Ronin)
GCT Studios Bushido Takashi Retainer Unpainted
Reaper Miniatures Masaki, Ronin 28mm Unpainted
Yasashii Alternative Proxy Models (Ninja)
HeroClix Foot Clan Ninja
D&D Miniatures Deathknell Dragonblade Ninja #17
Perry Miniatures Ninja Metal 28mm
Reaper Bones 80032 Ninja in Black
Flying Frog Shadows of Brimstone Shadow Clan Ninjas
Warlord Games Test of Honour Ninja Group or Ninjas of Iga
Just looking at the Jandar figures, your points are too low. Compare Beawid to Sir Dennrik, he's way better but only 10 points more.
The Bondsman are a 4 figure squad, with bonding for only 50 points. The Shield power is way OP, maybe you could reuse the romans shield power but 2 auto Shields would put them around 150 points. Look at the other 50 point squads in the game, you would never use any of them if these guys were around.
The Saxson squad again is underpriced, 4 squad bonding, with another power for 50 points, they are 20 pts cheaper than the knights and have a better move.
The last card uses memory mechanics that are frowned upon. These are just my thoughts off the top of my head, I'm sure others could give you more direction
The above points I second. I was thinking the same on point cost. 2 automatic defense is pretty powerful. Thematically the romans could do the shield wall a bit better than norsemen. I love that you are using a bunch of board and war game minis. I plan on doing them in sets by box. That way folks will use them if they bought that specific box. I didnt think of using the rising sun minis units. Probably because they havent made the paint que.
I agree about the points and power balance. I try not to make regular heroes cost over 120pts since they will never get drafted if they are too expensive, and common squads ideally need to be low cost to get multiple sets. I can nerf the stats by dropping a few attack and defense dice and adding 10-30 pts where needed.
I had noticed turn-based buffing mechanics were kind of anathematized in Heroscape, I just never knew if there was a community consensus or rule against using those types of abilities. I'll try to think of some alternative skillset.
I agree about the points and power balance. I try not to make regular heroes cost over 120pts since they will never get drafted if they are too expensive, and common squads ideally need to be low cost to get multiple sets. I can nerf the stats by dropping a few attack and defense dice and adding 10-30 pts where needed.
I had noticed turn-based buffing mechanics were kind of anathematized in Heroscape, I just never knew if there was a community consensus or rule against using those types of abilities. I'll try to think of some alternative skillset.
Rest assured, regular heroes will get used if they are over 120 points as long as they do something unique or useful for builds they go in. And not all common squads should be cheap, Minions and Sentinels both get drafted in the 2x-3x range, despite costing 110 points each. Don't limit your designs with preconceived notions of power regulation, but you should also think about how playing against the unit should feel.
Have fun designing
My customs.
NE Ohio Tourney - TBA
SW Ohio Tourney - NHSD 550 points
AotV - Colliding the minis of AotP with the world of HS.
Okay, going through bit by bit, since you've got a lot of stuff:
Beawid: Looks like fun - Death Grip is worded a little strangely - the 'engaging' bit's throwing me off, since that has a specific meaning in Heroscape. Is it just +2 to his attack vs. those figures? I'd probably suggest taking wording off Denrick. The second part of the power's really cool, but a bit odd. Do you really mean that they can't move away from him via special powers... but can with their normal move? I don't quite get what you're trying to say here. His second power seems really cool, but again, a little confusing. The 'bonded' bit technically means nothing in HS lingo, but it's clear enough to me what you mean. Where are the figures placed when kept from dying? Where they were (in which case you can bypass that whole thing by just saying 'inflict one wound on Beawid and that figure is not destroyed')? Adjacent to Beawid (which needs spelling out)? Anywhere on the battlefield (which is crazy powerful)? Don't quite get it. Still, really fun looking unit - I really get that feeling of a Viking/Saxon mythic warrior, here, particularly off Death Grip. He looks strong. Bondsmen of Gotland: First off, I love seeing more historical customs! However, the second power is really confusing. How long does the defence bonus last? It's clearly not for that turn, since they don't defend on their own turn. Until the next turn of the person who's playing them? Until their next turn as a squad? Needs a touch more thought and clarity here, but it's a cool concept. Skae Mach: No clarity issues, but she seems really quite overpriced, IMO - she's both slow and fragile. Staff of Ulvania is nice, but Deadeye can do the same thing at a longer range without risk. Tame Beast is really evocative, but a bit 'counterdrafty' to my taste and, even in that counterdraft situation, is going to be unlikely to actually do much given the fairly high rolls required and the fact that it's going to take getting a really quite slow and fragile figure into combat with some real powerhouses. I'd up her power-level significantly or drop about 50 off her cost, but conceptually, she seems fun.
Beawid: Looks like fun - Death Grip is worded a little strangely - the 'engaging' bit's throwing me off, since that has a specific meaning in Heroscape.
I will change “engage” to “attack.” Simple enough fix.
Quote:
Is it just +2 to his attack vs. those figures?
The +2 attack bonus only activates against the big figures, not regular sized ones, same as with Sir Denrick.
Quote:
Where are the figures placed when kept from dying? Where they were (in which case you can bypass that whole thing by just saying 'inflict one wound on Beawid and that figure is not destroyed')? Adjacent to Beawid (which needs spelling out)? Anywhere on the battlefield (which is crazy powerful)?
I had intended for the destroyed squad figure to just be placed back on the space they were on, but I agree it should have been clarified better on the card. Basically the Warrior’s Sacrifice ability works similarly to Parmenio’s Defy Death ability but instead of rolling the d20 to possibly save a Sacred Band warrior, the bonded champion can opt to take a wound to prevent the figure from being destroyed. The bonded squad doesn’t need to be adjacent to Beawid, just in line of sight. I guess there should also probably be a 4-6 space range condition so Beawid doesn’t hide in the corner of a map next to Kelda.
Quote:
Bondsmen of Gotland: First off, I love seeing more historical customs! However, the second power is really confusing. How long does the defence bonus last? It's clearly not for that turn, since they don't defend on their own turn.
The designs are supposed to be based on Beowulf and the Geats. I’m glad people at least seem to like the figures and theme even if my phrasing on cards needs some work.
The defense bonus is supposed to activate if the bondsmen were moved before the opponent has an opportunity to attack them for the first time. Unlike the Romans who can stay in one spot to guard a position, the Bondsmen have to be moved at least one space every three turns/round or their defense bonus goes away. This mechanic forces them to push forward until they are all destroyed or no longer threatened by nearby enemies. So whenever they are attacked, if they are still holding a line or block formation and moving when able, they likely get the extra defense dice. I was trying to differentiate them from the Roman Legionnaires and make it so the squad has to be pushed aggressively into battle; they can’t just bunker down in the safe starting zone, which true Vikings wouldn’t do. The ability is also ideal for surviving masses of ranged units that normally cut down melee squads before they can get close to inflict damage.
Quote:
Skae Mach: No clarity issues, but she seems really quite overpriced, IMO - she's both slow and fragile.
Skae Mach is definitely a very niche figure that probably wouldn’t see much use in tournaments because her range is so limiting and her low-life low-defense stats make her very vulnerable if going on the offensive. She is a glass cannon like Morsbane or Dead Eye Dan with an overpowered ability offset by a low likelihood of successfully pulling off a 20 roll.
I can try to knock down her points a bit, but a figure that has even the smallest likelihood of taking out a 180pt dragon probably shouldn’t be 40-50pts or it would completely break game balance. If Skae Mach is summoned by Saylind or boosted by a movement glyph, she can be a dangerous threat that makes her average point cost somewhat justifiable. She isn't an A+ generalist Hero by any means, but in certain casual themed games her unusual play-style might make a match more interesting.
You probably need some sort of defined end-point for the Shield-Wall boost, since it's dependent on an action taken on their turn but not actually active on their turn, if that makes sense? Just saying 'add one to that Bondsman's defence until the next time you reveal a numbered Order Marker' would probably work.
Yeah that makes sense. I will have to rethink how to make it work. It is tricky designing certain mechanics for Heroscape since temporary buffs and lingering status effects are not really common like in most other similar types of games. You can use marker tokens to keep track of special traits and abilities, but those are generally used only as a last resort.
Wow you have quite a lot of customs here. I appreciate the format in which they are arranged. It'll take me a bit to get through them all. Are you looking for just general feedback or wordsmithing or workshopping or anything? I like a lot of the themes I'm seeing, Ransack is my favorite power just scrolling through.
I will take any suggestions for revisions if people want to see certain cards improved for gameplay purposes, but I certainly don't expect extensive breakdowns on everything. I made the cards mostly as a personal creative challenge. I don't think any of these figures will ever make it to the SoV list due to the extensive painting requirements and rarity of certain sculpts, but anyone is welcome to borrow or adapt ideas for their own customs.
Got some great ideas here, I like a lot of your Ullar designs for treefolk style units. All the pirates here are pretty cool and the Van Nessing relation you have it great Definitely think that's a cool idea to make another hero in the same vein as him.
May get around to using one of these in a scenario based game, especially the Matriarch spider design. Pretty beastly.