Well, here they are – my customs. All of them I’ve created for specific purposes: parts of scenarios, creating myself in miniature, and inventing a new HeroScape game. Most figures can be purchased directly and can be used without much modification. If you decide to use any of these in your battles please drop me a line here and let me know how it went. Enjoy and happy ‘Scaping!
Little Piggy
Spoiler Alert!
"Little Piggy" Army Card
Spoiler Alert!
SLIPPERY SWINE
Anytime one of your figures moves adjacent to the pig, you may attempt to capture it by rolling the 20-sided die. If you roll 1-15, the pig gets away. Choose an opponent to move the pig up to 5 spaces. If you roll 16 or higher, the pig has been successfully caught. The capturing figure may carry the pig on its next move. At the end of its movement, place the pig on any empty adjacent space next to the carrying figure. The carrying figure has control of the pig until the pig is captured by another figure or the carrying figure is destroyed.
The Little Piggy was my very first custom figure. It first appeared in my Anund Farm Battlefield as an integral part of the scenario. In Bringin’ Home the Bacon players had to fight to control the greasy little pig and bring it back to their starting zone. It made for a crazy/fun HeroScape variation.
Anund Farm Battlefield
I later wrote up two other bonus “piggy” scenarios for the classic battlefields Forsaken Waters and Durgeth Swamp. In the Wild Boar scenario the pig had eaten powerful glyphs. The other, Operation Ham Sandwich the pig was placed on the far side of the battlefield instead of the center, forcing players to fight each other on their way to the pig and bringing back to home base.
The figure, you’ll probably recognize, is one of those little plastic pigs you get in cheap farm play sets. I believe I got mine at Rite Aid. The full-size army card if available in either of the links below. There’s really no reason you couldn’t make one of your very own. Give it a try.
Back in March of ’10 Matt Helm came up with a great idea for SuperScape terrain – using the plastic Hummer vehicles given away in McDonald’s Happy Meal as destructible objects. I created the above custom card based on this awesome idea.
The scale on the vehicles is very close and the style melds well with HeroScape terrain without modification. Matt Helm glued the wheels of his cars to Shadow Tiles to make them more stable but I found this to be an unnecessary waste of perfectly good tiles. You can read more about it in his thread: Custom Vehicle Terrain for SuperScape.
Major Q1
Spoiler Alert!
Major Q1 Army Card
This little guy is my most prized HeroScape figure. Probably because it’s me! Based off my little avatar robot, Q1 was completely made from the ground up. I sculpted him out of Sculpey clay and after three attempts I had the finished design. The custom bases from Yodaking completed the figure and made him feel so real.
Major Q1 - The Finished Figure
Major Q1 was the first robot created in the Q-Series Soulborgs. He's armed with a prototype Queglix gun. Also, he inherited Cyberclaw from early Gladitron warriors but this feature was not carried through to later, more powerful Q-Series Soulborgs. He now operates Vydar’s virtual-reality soldier training program, programming simulated battlefields for the Holochamber.
Holochamber Battlefield
I want to thank everyone who gave their input in his creation, namely: Chilling Touch, Darkmage7a, Fedex worker, Kaiser Cat, Knight of Scape, mac122, obdo255, Pickledpie, and Warlord Alpha. Thanks fellas! You all made him “like awesome rolled up into a little ball of awesome colored with awesome and then sprinkled with a bit of fabulous.”
Unfortunately, the figure is the epidemy of “custom” and is not available in stores (at least not yet – Wizard’s, you have my permission.) If you decide to proxy him, be sure you post your feedback here. I’d love to hear how the game went for you.
One day while window shopping at 5 Bel°w, I came across these Transformers Mini-Clips that I simply couldn’t pass up. There were four sets, each containing two figurines, priced at $5 each. The figures were of HeroScape quality and the bases were almost a perfect match, fitting well into ladders. The scale was a slight problem (none of the figures are above 5 levels tall) but I didn’t mind because I was intent on making their own game out of them.
Autobot Figures
Decepticon Figures
The interesting facet of this custom is the figures can transform! On the “basic” side of the card I have different stats and special powers for their vehicle modes. Before moving the figure you can choose which mode you want to carry out your turn in. Flip the card to signify the transformation and carry out the move per usual. Whatever form you choose, you’re stuck with it until your next turn with that figure.
Class: Commander
Personality: Valiant
Size/Height: Medium 5
Life: 5
Move: 5
Range: 1
Attack: 4
Defense: 4
Special(s):
Dual Energon Swords
When Optimus Prime attacks, he may attack one additional time.
Warrior’s Attack Spirit 1
When Optimus Prime is destroyed, place this figure on any unique Army Card. Optimus Prime’s Spirit adds 1 to the normal attack number on that card.
Ion Blaster Special Attack
Range 5. Attack 3
Optimus Prime may not use his Ion Blaster Special Attack to attack another Autobot figure.
Vehicle Mode: Peterbilt Truck
Move: 6
Range: 1
Attack: 3
Defense: 6
Special(s):
Rollout Attack Inspiration 1
All figures you control within 4 clear sight spaces of Optimus Prime add 1 die to their normal attack. Optimus Prime’s Rollout Attack Inspiration does not affect Optimus Prime.
Class: Protector
Personality: Loyal
Size/Height: Medium 5
Life: 4
Move: 5
Range: 4
Attack: 3
Defense: 3
Special(s):
Plasma Cannon Special Attack
Range 6. Attack Special.
When attacking with the Plasma Cannon Special Attack, roll the number of attack dice equal to 7 minus the distance to the opponent. The defending figure rolls defense dice normally.
Vehicle Mode: Chevrolet Camero
Move: 8
Range: 1
Attack: 4
Defense: 3
Special(s):
Evasive 3
When Bumblebee rolls defense dice against an attacking figure that is not adjacent, roll 3 additional defense dice.
Class: Soldier
Personality: Confident
Size/Height: Medium 5
Life: 3
Move: 4
Range: 1
Attack: 4
Defense: 4
Special(s):
Trithyllium-Steel Armor 15
When Iron Hide receives one or more wounds, roll the 20-sided die. If you roll 15 or higher, ignore any wounds.
Gatling-Laser Special Attack
Range: 6. Attack 1, 2, 3.
Iron Hide starts each turn with 6 attack dice. Choose any figure within range an attack by rolling 1, 2, or 3 attack dice. Iron Hide may keep making special attacks with 1, 2, or 3 dice until he has rolled all 6 attack dice. Iron Hide may target the same or different figures with each attack.
Vehicle Mode: GMC Topkick C4500
Move: 6
Range: 6
Attack: 3
Defense: 4
Special(s):
Defensive Posture
All friendly figures adjacent to Iron Hide add 1 die to their defense.
Tough
When rolling defense dice against a normal attack, Iron Hide always adds one automatic shield to whatever is rolled.
Class: Warrior
Personality: Disciplined
Size/Height: Medium 5
Life: 4
Move: 6
Range: 1
Attack: 4
Defense: 3
Special(s):
Cybertanium Blades Special Attack
Range 1. Attack 3.
Instead of moving normally with Sideswipe, you may move Sideswipe up to 4 spaces. Sideswipe can attack up to 3 times with Cybertanium Blades Special Attack at any point, before, during, or after this move as long as Sideswipe is on a space where he could end his movement. Sideswipe cannot attack the same figure more that once on a single turn.
Vehicle Mode: Corvette Stingray
Move: 8
Range: 1
Attack: 3
Defense: 4
Special(s):
Passing Swipe
After moving, you may choose one opponent’s figure that Sidewipe passed this turn. Roll 1 attack die. If a skull is rolled, the figure receives 1 unblockable wound.
Disengage
Sideswipe is never attacked when leaving an engagement.
Class: Hunter
Personality: Relentless
Size/Height: Medium 5
Life: 4
Move: 5
Range: 1
Attack: 5
Defense: 4
Special(s):
Teleportation
Instead of moving The Fallen normally, you may place The Fallen on any empty, same level space within 10 spaces of his current location. If The Fallen is engaged when he Teleports, he will not take any leaving engagement attacks.
Vehicle Mode: Cybertronian Destroyer
Move: 6
Range: 1
Attack: 3
Defense: 5
Special(s):
First Assault 3
When attacking with The Fallen, if the defending figure was not adjacent to The Fallen at the start of this turn, The Fallen receives 3 additional dice.
Stealth Flying
When counting spaces for The Fallen’s movement, ignore elevations. The Fallen may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When The Fallen starts to fly, if he is engaged he will not take any leaving engagement attacks.
Class: Commander
Personality: Ruthless
Size/Height: Medium 5
Life: 5
Move: 5
Range: 1
Attack: 3
Defense: 3
Special(s):
Engagement Strike 15
If an opponent’s figure moves adjacent to Megatron, roll the 20-sided die. If you roll a 15 or higher, the opponent’s figure receives a wound. Figures may be targeted only as the move into engagement with Megatron.
Strategic Command
After revealing an Order Marker on Megatron’s card, instead of taking that turn with Megatron, you may take a turn with any Unique Hero you control within 6 clear sight spaces of Megatron.
Vehicle Mode: Alien Tank
Move: 4
Range: 6
Attack: 3
Defense: 2
Special(s):
Fusion Cannon 15
Each time Megatron attacks a Hero figure and inflicts at least 1 wound but does not destroy the figure, roll the 20-sided die. If you roll 1-14 nothing happens. If you roll 15 or higher, place enough wound markers on the defending figure’s Army Card to leave the figure with only one life remaining.
Tough
When rolling defense dice against a normal attack, Megatron always adds one automatic shield to whatever is rolled.
Class: Scout
Personality: Relentless
Size/Height: Medium 4
Life: 4
Move: 5
Range: 7
Attack: 2
Defense: 3
Special(s):
Null-Ray
When attacking with Starscream, all skulls rolled count for one additional hit.
Vehicle Mode: F-22 Raptor
Move: 10
Range: 6
Attack: 3
Defense: 4
Special(s):
Flying
When counting spaces for Starscream’s movement, ignore elevations. Starscream may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Starscream starts to fly, if he is engaged he will take any leaving engagement attacks.
Class: Raider
Personality: Sneaky
Size/Height: Medium 4
Life: 3
Move: 5
Range: 3
Attack: 3
Defense: 4
Special(s):
Rotor-Blade Special Attack
Range 1. Attack 3.
If Blackout’s Rotor-Blade Special Attack inflicts a wound, he may attack again with his Rotor-Blade Special Attack. Blackout may continue attacking with his Rotor-Blade Special Attack until he does not inflict a wound.
EMP Blast 16
Before attacking with a normal attack, Blackout may attempt to use his EMP Blast. Roll the 20-sided die. If you roll 16 or higher any small or medium figure attacked by Blackout this turn may roll no more than 1 die for defense.
Vehicle Mode: Sikorsky MH-53 Pave Low
Move: 5
Range: 7
Attack: 3
Defense: 3
Special(s):
Missile Launch Special Attack
Range 7. Attack 2.
Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by the Missile Launch Special Attack. Blackout only needs a clear sight shot at the chosen figure. Roll 2 attack dice once for all affected figures. Each figure rolls defense dice separately. Blackout can be affected by his own Missile Launch Special Attack.
Flying
When counting spaces for Blackouts’s movement, ignore elevations. Blackout may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Blackout starts to fly, if he is engaged he will take any leaving engagement attacks.
This will eventually become my custom figures thread but since I really only have one I'm working on now let's just call it the Major Q1 Thread. I've been wanting to make a robot figure for HeroScape based off my avatar bot for some time. For some odd reason, I just love the little guy.
Major Q1 Prototypes
Mark 1 - This poor guy was my first attempt at working with clay since probably high-school. It was really just to get a feel for the size and shape of the figure. My youngest son broke off the other pincer-claw. Oh well, he needed some munitions anyway.
Mark 2 - This guy was much better in terms of quality. I realized just how small an amount of clay was needed to create the tiny details. I was very happy with him... until I overbaked him in the toaster oven. For this one I decided to give him a bit more bite, adding a Q10-esque machine gun to his right arm.
Mark 3 - This is most likely going to be my final bot. His tank-treads look great and his chaingun is loaded. He's ready for painting and assembly. I'm going to give him a coat of Vydar-robot blue-grey but I haven't quite worked out the rest of the details just yet. Suggestions welcome.
I've got the beginnings of a back story. Q1 is basically the first in the line of Q-Bots. He looks the part, he's quite small and is a bit underdeveloped. Why he has a Cyberclaw, I'm not sure. Ideas anyone?
As for stats and abilities... well, I haven't got any yet. I do want him to have Cyberclaw and some sort of machine gun like special attack. Again, suggestions are most welcome. Thanks!
Hey those look like they will be great when completed. Nice job.
How this for some special ability starting points.
life 3
move 5
range 1
attack 2
defense 4
50 points
CyberClaw
Mini-Gatling Gun
Special Attack
Range: 6 Attack: Special
When Major Q1 uses the Mini-Gatling Gun special attack Major Q1 may attack up to 10 times with 1 attack die each time. Defense is rolled separately for each attack.
Hey those look like they will be great when completed. Nice job.
How this for some special ability starting points.
life 3
move 5
range 1
attack 2
defense 4
50 points
CyberClaw
Mini-Gatling Gun
Special Attack
Range: 6 Attack: Special
When Major Q1 uses the Mini-Gatling Gun special attack Major Q1 may attack up to 10 times with 1 attack die each time. Defense is rolled separately for each attack.
How about giving him 10 attack dice and letting him make attacks of 1-5 until all attack dice are gone? Then Q1 could have anywhere from 10 short bursts up to 2 long bursts depending on the target.
Mini-Gatling Gun
Special Attack
Range: 6 Attack: Special
When Major Q1 uses the Mini-Gatling Gun special attack Major Q1 may attack up to 10 times with 1 attack die each time. Defense is rolled separately for each attack.
How about giving him 10 attack dice and letting him make attacks of 1-5 until all attack dice are gone? Then Q1 could have anywhere from 10 short bursts up to 2 long bursts depending on the target.
I thought it might be more thematic for Major Q1. I think what your saying would be more like Major Q5 or something.
EDit: Then again if Q9 rolls 9 dice and Q10 rolls 8 dice maybe Q8 would roll 10 etc. Q7-11, Q6-12 Q5-13, Q4-14, Q3-15, Q2-16, and Q1 would roll 17 dice?
Hey those look like they will be great when completed. Nice job.
Just to be clear, the first two are basically garbage. The Mark 3 is the only one I'm currently working on. Thanks for the starting stats. They're very reasonable.
Hey those look like they will be great when completed. Nice job.
How this for some special ability starting points.
life 3
move 5
range 1
attack 2
defense 4
50 points
CyberClaw
Mini-Gatling Gun
Special Attack
Range: 6 Attack: Special
When Major Q1 uses the Mini-Gatling Gun special attack Major Q1 may attack up to 10 times with 1 attack die each time. Defense is rolled separately for each attack.
I like the special attack, how about this tweak to make it more of a Q9 prototype?
Working backwards from Q9:
QUEGLIX PROTOTYPE
SPECIAL ATTACK
Range 5. Attack 1 or 2.
Major Q1 starts each turn with 8 attack dice. Choose any figure within range and attack by rolling 1 or 2 attack dice. Major Q1 may keep making special attacks with 1 or 2 attack dice until he has rolled all 8 attack dice. Major Q1 may target the same or different figures with each attack.
Hey those look like they will be great when completed. Nice job.
How this for some special ability starting points.
life 3
move 5
range 1
attack 2
defense 4
50 points
CyberClaw
Mini-Gatling Gun
Special Attack
Range: 6 Attack: Special
When Major Q1 uses the Mini-Gatling Gun special attack Major Q1 may attack up to 10 times with 1 attack die each time. Defense is rolled separately for each attack.
I like the special attack, how about this tweak to make it more of a Q9 prototype?
Working backwards from Q9:
QUEGLIX PROTOTYPE
SPECIAL ATTACK
Range 5. Attack 1 or 2.
Major Q1 starts each turn with 8 attack dice. Choose any figure within range and attack by rolling 1 or 2 attack dice. Major Q1 may keep making special attacks with 1 or 2 attack dice until he has rolled all 8 attack dice. Major Q1 may target the same or different figures with each attack.
90 points
That's nice! Not as powerful as my earlier suggestion (which was overpowered for an early Q variant) but still gives some flexibility in attack.
With tank treads, are you thinking about some sort of mobility enhancement? Maybe Q1 could count every other level when climbing?