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Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment |
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#37
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Re: Heroscaper 101's customs
Name = Auto-matron
General = Jandar Planet = Alpha Prime Species = Soulborg Unique Hero Class = Scout Personality = Tricky Size/Height = Medium 4(single spaced) Master Stats Life = 3 Move = 9 Range = 10 Attack = 4 Defense = 10 Points = 70 Basic Stats Move = 10 Range = 3 Attack = 9 Defense = 4 Amplify times Three Before you activate any special power for any unit you control roll the 20-sided die to triple the effects. If you roll a 3 through 17, you may triple the effects of any special power, and you are in 8 clear sight spaces of Auto-matron. If you roll a 18 or higher, you may triple the effects of any special power for any unit you control.(Initiative rolls, and Glyphs are not affected by the Amplify special power.) Amplify times Five Before you activate any special for any unit you control roll the 20-sided die to amplify the special power a lot. If you roll a 20, you may amplify the effects a lot of any special power for any unit you control.(Initiative rolls, and Glyphs are not affected by the Amplify special power.) Amplify Before you roll any dice for any unit you control. If you are in 4 clear sight spaces of Auto-matron, you may use Amplify times Three. If you adjacent to Auto-matron, you may use Amplify times five. Number of Figures = 1
Synergy Benefits Recieved VENOC WARLORD : Scout Leadership As a Scout, Auto-matron may benefit from Venoc Warlord's SCOUT LEADERSHIP movement enhancement. BRAVE ARROW : Scout Melee Attack Enhancement Auto-matron may add one attack die when adjacent to Brave Arrow and attacking an adjacent figure. Last edited by Heroscaper 101; May 28th, 2018 at 11:09 AM. |
#38
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Re: Heroscaper 101's customs
Name = Flame Golems
General = Utgar Planet = Eberron Species = Golem Common Squad Class = Constructs Personality = Menacing Size/Height = Medium 7(single spaced) Master Stats Life = 1 Move = 4 Range = 1 Attack = 2 Defense = 5 Points = 120 Basic Stats Move = 5 Range = 1 Attack = 4 Defense = 2 Flame Attack When attacking any adjacent figure with any Flame Golem, add 2 die to your attack roll. Flame Resistant You are immune to any lava and terrain damage, but you are also immune to negative element by water tiles. Number of Figures = 3
Last edited by Heroscaper 101; May 28th, 2018 at 12:41 PM. |
#39
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Re: Heroscaper 101's customs
Name = Frost Golems
General = Jandar Planet = Eberron Species = Golem Common Squad Class = Constructs Personality = Dauntless Size/Height = Medium 7(single spaced) Master Stats Life = 1 Move = 5 Range = 1 Attack = 3 Defense = 4 Points = 100 Basic Stats Move = 4 Range = 1 Attack = 5 Defense = 3 Cold Resistance If any Frost Golem is on a ice or snow space, you may add 3 die to your defense. The attacker rolls 2 fewer attack dice. Ice Spirit If any Frost Golem is on a water space, your Frost Golem is immune to all non-adjacent attacks. You also gain a height advantage if a Frost Golem is attacked by any figure. Number of Figures = 3
Last edited by Heroscaper 101; May 28th, 2018 at 12:48 PM. |
#40
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Re: Heroscaper 101's customs
Name = Glyph of Resistance
Temporary Glyph This glyph is a temporary treasure glyph and it can only be used once. The figure is immune to all status ailments, but not lava. If the figure is hit with a status ailment, the Army Card will remain unharmed by any or all status ailments, but the glyph will be used instead. Last edited by Heroscaper 101; July 22nd, 2018 at 06:05 PM. |
#41
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Re: Heroscaper 101's customs
Name = Uncommon Glyph of Battle Challenge
Temporary Glyph This treasure glyph is only useful to against adjacent figures, the figure is forced to use only Normal Attacks and can't leave engagement with the adjacent figure. You can use this only once. Last edited by Heroscaper 101; August 5th, 2018 at 11:37 PM. |
#42
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Re: Heroscaper 101's customs
Name = Steel Golems
General = Vydar Planet = Eberron Species = Golem Common Squad Class = Constructs Personality = Mindless Size/Height = Medium 7(single spaced) Master stats Life = 1 Move = 6 Range = 1 Attack = 4 Defense = 2 Points = 85 Basic stats Move = 5 Range = 1 Attack = 3 Defense = 4 Steel Skin When rolling defense dice against any non-adjacent attack, any Steel Golem always adds 2 automatic shields to whatever is rolled. Steel Reach If an opponent's figure is within 2 spaces of a Steel Golem, and its base is no more than 3 levels above that Steel Golem's height or 3 levels below that Steel Golem's base, that Steel Golem may add 1 to its Range when attacking that figure. Number of Figures = 3
Last edited by Heroscaper 101; May 28th, 2018 at 01:36 PM. |
#43
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Re: Idea for Custom Units
If you use the instructions in the link in my signature, you should be able to get the picture for the Zombie Dragon in the card. It's a good miniature.
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#44
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Re: Heroscaper 101's customs
Name = Raven Skull Grunts
General = Utgar Planet = Eberron Species = Hobgoblin Common Squad Class = Archers Personality = Wild Size/Height = Medium 5(single spaced) Master stats Life = 1 Move = 6 Range = 4 Attack = 3 Defense = 5 Points = 50 Basic stats Move = 5 Range = 6 Attack = 4 Defense = 3 Hobgoblin Champion Bonding At the start of the game, choose a unique Goblin or Hobgoblin Hero you control, to be the Raven Skull Grunts' Hobgoblin Champion. A Raven Skull Grunt rolls 1 additional attack and defense die when its chosen Hobgoblin Champion is within 4 clear sight spaces. You can choose only one Hobgoblin for all the Raven Skull Grunts you control. (It should be noted that there is no official Hobgoblin Champion in Heroscape.) Hobgoblin Disengage Raven Skull Grunts are never attacked when leaving an engagement if they place 1 wound marker on their hobgoblin champion. This special power comes into affect after defense is rolled. Number of Figures = 3
-Hobgoblin Champion Bonding: Return of the King? Q. If my chosen Hobgoblin Champion is destroyed, may the Raven Skull Grunts choose another Hobgoblin Champion or Hobgoblin hero with which to synergize? A. Nice try. The wording on the card is "At the start of the game, choose a..." Once the chosen hero is destroyed, the Raven Skull Grunts are left without a Hobgoblin Champion. HOBGOBLIN CHAMPION BONDING vs. MINDSHACKLE, SOUL-DEVOUR Q. If my chosen Hobgoblin Champion has his mind shackled or his soul devoured, do the Raven Skull Grunts still receive their Attack and Defense bonuses if their Lizard King is within 2 clear-sight spaces? A. Yes. Similar questions have come up in the past, centered on the Macdirk Warriors. The adapted ruling from their book is "The Mindshackled hero is still the Hobgoblin Champion for the Raven Skull Grunts." The Raven Skull Grunts may, therefore, still receive their Attack and Defense bonuses from a Mindshackled/Soul-Devoured Hobgoblin Champion (they would not, of course, and as per the card, be able to bond. The fact that this clarification is right in the bonding text is even further evidence that the bonus still applies). HOBGOBLIN CHAMPION BONDING? Q. If my chosen Hobgoblin Champion has its left-box information altered by the Werewolf Lord's LYCANTHROPY, is he still the Hobgoblin Champion? A. Yes. The Hobgoblin Champion is chosen at the start of the game, and remains the Hobgoblin Champion, even if his information is altered. Last edited by Heroscaper 101; May 28th, 2018 at 01:46 PM. |
#45
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Re: Heroscaper 101's customs
Name = Raven Skull Elite
General = Utgar Planet = Eberron Species = Hobgoblin Unique Squad Class = Warriors Personality = Relentless Size/Height = Medium 5(single spaced) Master stats Life = 1 Move = 5 Range = 1 Attack = 3 Defense = 3 Points = 110 Basic stats Move = 4 Range = 1 Attack = 5 Defense = 6 Hobgoblin Resolve You may add 1 to your attack and defense roll for every Raven Skull Elite that is not engaged with any opponent's figure. Raven Skull Attack If there is a Raven Skull Elite that is engaged with any opponent's figure, you may attack one additional time for each Raven Skull Elite figure. A maximum +3 Raven Skull Elite figures. Number of Figures = 4
Last edited by Heroscaper 101; May 28th, 2018 at 02:07 PM. |
#46
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Re: Heroscaper 101's customs
Name = Raven Skull Veteran
General = Utgar Planet = Eberron Species = Hobgoblin Uncommon Hero Class = Warrior Personality = Ruthless Size/Height = Medium 5(single spaced) Master Stats Life = 4 Move = 6 Range = 1 Attack = 4 Defense = 4 Points = 60 Basic Stats Move = 4 Range = 1 Attack = 6 Defense = 2 Goblin Battle Cry You may add 1 die to your attack roll for any goblin or hobgoblin army card that you control. The Raven Skull Veteran cannot be affected by this special power. Reach If an opponent's figure is within 2 spaces of this Raven Skull Veteran, and its base is no more than 3 levels above this Raven Skull Veteran's height or 3 levels below this Raven Skull Veteran's base, this Raven Skull Veteran may add 1 to its Range when attacking that figure. Parry When attacked by a non-adjacent figure, you may add auto-shields for every skull rolled. If you roll more shields than skulls that were rolled, you may cause a wound. Number of Figures = 1
Last edited by Heroscaper 101; May 28th, 2018 at 02:21 PM. |
#47
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Re: Heroscaper 101's customs
Name = Raven Skull Officer
General = Utgar Planet = Eberron Species = Hobgoblin Unique Hero Class = Warlord Personality = Wild Size/Height = Medium 5(single spaced) Master Stats Life = 5 Move = 7 Range = 1 Attack = 5 Defense = 5 Points = 180 Basic Stats Move = 5 Range = 1 Attack = 7 Defense = 4 Rage of the Goblins You may add 1 die to your attack for every additional goblin or hobgoblin army card you control. The Raven Skull Officer cannot be affected by this special power. Hobgoblin Fury For every Hobgoblin army card you control, you may attack again with the Raven Skull Officer. Disengaging Strike Raven Skull Officer roll one additional die against figures leaving an engagement with him. Each shield rolled counts as one additional hit. Number of Figures = 1
Last edited by Heroscaper 101; May 28th, 2018 at 02:48 PM. |
#48
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Re: Heroscaper 101's customs
Name = Hobgoblin Berserker
General = Valkrill Planet = Eberron Species = Hobgoblin Uncommon Hero Class = Beast Personality = Wild Size/Height = Medium 6(single spaced) Life = 4 Move = 4 Range = 1 Attack = 4 Defense = 3 Points = 30 Regeneration When you inflict a wound or kill any unit with the Hobgoblin Berserker's Normal Attack. Take a wound marker off the Hobgoblin Berserker's army card for every wound or deaths you dealt. Berserker Charge After moving and before attacking, roll the 20-sided die. If you roll a 15 or higher, you may move Hobgoblin Berserker again. Number of Figures = 1
Last edited by Heroscaper 101; May 28th, 2018 at 07:46 PM. |
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