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Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment |
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#241
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Re: Heroscaper 101's customs
Name = Khaine Dragonspine
General = Aquilla Planet = Eberron Species = Dragonborn Uniquity = Unique Type = Hero Class = Paladin Personality = Devout Size = Medium Height = 5 Master Stats Life = 5 Move = 6 Range = 1 Attack = 3 Defense = 3 Basic Stats Move = 5 Range = 1 Attack = 4 Defense = 4 Points = 120 (Single Spaced) Dragon Empowerment Add 2 extra attack dice for any dragon special attack that is 4 or more. You may add 1 to a 20-sided die roll, this is for dragons that use the d20 for their special. This is for any dragon you control. Dragon Heal After moving and before attacking, you may choose a wounded friendly Dragon figure adjacent to Khaine Dragonspine and roll the 20-sided die. If you roll a 6 or higher, remove 1 wound marker from the chosen figure's Army Card. When healing a wounded friendly figure adjacent to Khaine Dragonspine and roll the 20-sided die. A 12 or higher on the roll, remove 2 wound markers from the chosen figure's Army Card. Dragon Shield Khaine Dragonspine is immune to any special powers or special abilities, if they are made by huge dragon figures. When rolling defense dice against any huge dragon, Khaine Dragonspine gets 1 auto-shield to the roll. Number of Figures = 1
_________________________________________________________________ -Rulings and Clarifications- TBA_________________________________________________________________ -Combinations and Synergies- Synergy Benefits Received N/ASynergy Benefits Offered N/AC3V and SoV Custom Synergies Spoiler Alert! Synergy Benefits OfferedSynergy Benefits Received
_________________________________________________________________ -Strategy, Tactics and Tips-
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#242
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Re: Heroscaper 101's customs
Name = Horned Skull Butcher
General = Utgar Planet = Eberron Species = Hobgoblin Uniquity = Unique Type = Hero Class = Tyrant Personality = Merciless Size = Medium Height = 5 Master Stats Life = 6 Move = 5 Range = 1 Attack = 2 Defense = 3 Basic Stats Move = 5 Range = 1 Attack = 6 Defense = 7 Points = 160 (Single Spaced) Wounding Attack When Horned Skull Butcher attacks, he receives 1 additional attack for each Wound Marker on the defending figure's Army Card, for a maximum of 3 additional attacks for Wounding Attack. Bloodied Assault If you attack with Horned Skull Butcher, he receives one extra attack die for each wound marker he has. Number of Figures = 1
opponent but it is his thirst for blood that makes him the legend he is. Stomping across the battlefield, Orc Butcher will decimate anything in his path. Orc Butcher knows no defeat. When wounded, he battles more fiercely. He has sworn his allegiance to Utgar and will give his life if necessary. He is feared for his massive weapon cast from the armor of the enemies he has taken in battle. He swings as a true swordsman but the power behind it is unmatched by any other known warrior. Each cast of the sword deals two deadly blows as he hits with an initial swing and then again with a massive secondary backswing. _________________________________________________________________ -Rulings and Clarifications-
-Combinations and Synergies- Synergy Benefits Received
Synergy Benefits Offered
Last edited by Heroscaper 101; May 22nd, 2018 at 02:33 AM. |
#243
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Re: Heroscaper 101's customs
I like the idea but it could use a few more tweaks here and there. First off I see that he is a hero very similar to Krug, but the main issue for me with this figure is that he is OP (too much attack stacking) and not to mention he has 6 move and he's a single space figure. An example being that Krug is a double spaced figure with 1 less health, move, and defense than Orc Butcher. Also due to being a double spaced figure Krug has some restrictions where as Orc Butcher is a single spaced figure, and last but not least Krug is only 20 points cheaper. My advice would be to rebalance Orc Butcher.
Example: Life:6 Move:5 Range:1 Attack:2 Defense:3 I'd also probably do without Orc rage or change it for another ability all together but then again that just my advice for rework. You could also make him 120 points if you do a rework on him. |
#244
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Re: Heroscaper 101's customs
Name = Drek the Goliath
General = Valkrill Planet = Toril Species = Giant Uniquity = Unique Type = Hero Class = Warrior Personality = Wild Size = Huge Height = 10 Master Stats Life = 7 Move = 6 Range = 1 Attack = 8 Defense = 4 Basic Stats Move = 4 Range = 1 Attack = 6 Defense = 5 Points = 245 (Double Spaced) Strong Arm 14 After getting a successful Throw roll, roll the 20-sided die to throw a large figure. If you roll a 14 or higher, you may the a small, medium or large figure. Throw 14 After moving and before attacking, choose one small or medium non-flying figure adjacent to Drek the Goliath. Roll the 20-sided die. if you roll a 14 or higher, you may throw the figure by placing it on any empty space within 4 spaces of Drek the Goliath. The figure must land within clear sight of Drek the Goliath. After the figure is placed, roll the 20-sided die for throwing damage. If you roll an 11 or higher, the thrown figure receives 2 wounds. If the figure is thrown onto a level higher than the height of Drek the Goliath or onto water, do not roll for throwing damage. The thrown figure does not take any leaving engagement attacks. Number of Figures = 1
_________________________________________________________________ -Rulings and Clarifications-
Synergy Benefits Received
Spoiler Alert! Synergy Benefits Offered SKULL DEMON : VALKRILL ATTACK AURA 1 As a Valkrill follower with a Range of 1, the Drek the Goliath may benefit from the Skull Demon's VALKRILL ATTACK AURA 1 ability. The figure used for this unit is Goliath from Auggies Wizards of the Coast D&D Set. The name and model number is Goliath Cleric of Kavaki War of the Dragon #012. Last edited by Heroscaper 101; June 4th, 2018 at 12:09 PM. |
#245
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Re: Heroscaper 101's customs
Quote:
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#246
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Re: Heroscaper 101's customs
Name = Iron Skull Warriors
General = Utgar Planet = Eberron Species = Goblins Uniquity = Unique Type = Squad Class = Warriors Personality = Merciless Size = Medium Height = 5 Master Stats Life = 1 Move = 5 Range = 1 Attack = 1 Defense = 5 Basic Stats Move = 4 Range = 1 Attack = 4 Defense = 4 Points = 65 (Single Spaced) Tyranny Bonding Before taking a turn with Iron Skull Brutes, you may first take a turn with any Tyrant you control. Iron Skull Fury At the start of the game, choose a Tyrant you control to bond with. While that Tyrant is in play, Iron Skull Brutes roll one additional attack die for each wound marker on the chosen hero. There can be only one Bonded Tyrant for all the Iron Skull Brutes you control. Iron Skull Brutes cannot attack their Bonded Tyrant. Number of Figures = 3
_________________________________________________________________ -Rulings and Clarifications- - IRON SKULL FURY : Multiple Tyrant Heroes If I have more than 1 squad of Iron Skull Brutes, can I choose a different Tyrant Hero for each squad? No. At the start of the game you must declare who the Iron Skull Brutes’ chosen tyrant hero is. All Iron Skull Brutes must have the same tyrant hero. - IRON SKULL FURY : Mindshackled Tyrant Hero What happens if my chosen tyrant hero is mindshackled to an opponents army? The mindshackled hero is still the chosen hero for the Iron Skull Brutes. Any wound received by the chosen hero, (before or after mindshackle), will still aid the Iron Skull Brutes’ Iron Skull Fury. ________________________________________________________________ -Combinations and Synergies- Synergy Benefits Recieved
Spoiler Alert! Synergy Benefits Offered Synergy Benefits Received _________________________________________________________________ -Strategy, Tactics and Tips-
Last edited by Heroscaper 101; May 22nd, 2018 at 12:30 PM. |
#247
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Re: Heroscaper 101's customs
Not bad, a turn in the right direction but still seems a little to good, I'd probably knock 1 off of his defense and lower his health to 6. I know he's supposed to be a defeatist type figure like Krug but having 9 health and 3 defense is a tad bit broken. With 6 health and 2 defense he has the potential of dishing out 2 attacks of 7. Also with this rebalance it makes you play him a bit smarter and with more caution instead of just sending him out like a sponge. And as for the Iron Skull Brutes, they'd make a really good unique squad. As a comnon squad they'd be way too broken, probably could do without the healing aspect on Tyrant bonding as well and to better balance out Iron Skull Fury you should probably make their base attack 1 so that with 5 wounds on the Butcher they'll have 6 attack. The 5 defense can be kept as is for survivability seeing as they are a three man squad, and other than that I think these changes would balance out both of them fairly well.
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#248
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Re: Heroscaper 101's customs
Quote:
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#249
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Re: Heroscaper 101's customs
Name = Mummy Lord
General = Vydar Planet = Feylund Species = Undead Uniquity = Unique Type = Hero Class = King Personality = Relentless Size = Medium Height = 5 Master Stats Life = 5 Move = 5 Range = 1 Attack = 3 Defense = 3 Basic Stats Move = 4 Range = 1 Attack = 2 Defense = 5 Points = 140 (Single Spaced) Tough When rolling defense dice against any normal attack, this Mummy Lord always add one automatic shield to what is rolled. Pharaoh's Curse 12 Before attacking, choose a small or medium figure adjacent to Mummy Lord. Roll the 20-sided die. If you roll a 12 or higher, the chosen figure cannot roll any defense dice if attacked by Mummy Lord this turn. Return of the Mummy At the start of each of your turns after Mummy Lord has been destroyed, roll the 20-sided die. If you roll a 17 or higher, immediately place Mummy Lord on a space adjacent to any figure you control and remove all Wound Markers on Mummy Lords' card. Number of Figures = 1
There was once a great queen on Feylund, who was said could kill her enemies with a single glance. On Feylund, she had built an army of loyal minions who would do anything for her, without question or hesitation. One day, she was summoned to a different world to fight different battles, but her army was left behind. Without her minions, this queen was not at her full strength. She was mocked, and forgotten... until the day her general summoned her army for her. And now, with her army at her command, Queen Sudema and the Mummy Lord will march, and their enemies will fear the undead again! _________________________________________________________________ -Rulings and Clarifications- - PHARAOH'S CURSE : Rolling for 'dead cards' If I have a turn order marker on an Army Card, but every figure on the Army Card has been destroyed, can I still roll for Pharaoh's Curse? No. If the every figure on the Army Card is destroyed, you cannot take that turn, and Pharaoh's Curse would never activate. - PHARAOH'S CURSE : Using Order Markers after Mummy Lord is revived If I have a turn order marker on a destroyed Mummy Lord, but he is brought back onto the board by Pharaoh's Curse before I would have used that Turn Order Marker, can I take that turn with him when the time comes? Yes. The turn order markers are not removed from the cards once a figure is destroyed. If Mummy Lord is on the board when his turn would come up (even if he was destroyed the turn before), he can take that turn. _________________________________________________________________ -Combinations and Synergies- Synergy Benefits ReceivedSynergy Imposed - ANA KARITHON : Turn Undead Special Attack As Undead, the Mummy Lord is subject to Ana Karithon's TURN UNDEAD SPECIAL ATTACK. The figure used for this unit is Mummy from Auggies various pathfinder D&D Set. The name and model number is Mummy Lord Undead Horde. Last edited by Heroscaper 101; June 11th, 2018 at 10:33 PM. |
#250
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Re: Heroscaper 101's customs
I like this figure. I think the first and last powers are a bit too strong, but the ideas are good.
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#251
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Re: Heroscaper 101's customs
I changed the Mummy Lord, hope the changes are good.
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#252
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Re: Heroscaper 101's customs
16 or higher is really too easy. He'll come back within 4 turns on average.
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