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Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment


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  #265  
Old November 25th, 2006, 01:32 PM
Karkadinn Karkadinn is offline
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Nice comedic titles for the abilities.

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  #266  
Old November 25th, 2006, 02:42 PM
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InfinityMax InfinityMax is offline
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The 'Dis Gobbie Da Best' is vague. Can I use that bonus on all my rolls for the whole round? Including other figures?
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  #267  
Old November 25th, 2006, 03:15 PM
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Quote:
Originally Posted by InfinityMax
The 'Dis Gobbie Da Best' is vague. Can I use that bonus on all my rolls for the whole round? Including other figures?
Yea in hindsight it is quite vague I'll fix it right away.

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  #268  
Old November 25th, 2006, 03:39 PM
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hit F5 for changes

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  #269  
Old November 25th, 2006, 04:21 PM
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I like KAshak, I'd allow him
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  #270  
Old November 25th, 2006, 07:12 PM
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I like Kashak enough to let him in the game, but I flat-out love Valantis.
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  #271  
Old November 25th, 2006, 07:19 PM
Karkadinn Karkadinn is offline
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Thinking it over, I'd feel better about Valantis if he couldn't reduce someone's movement to zero. There just seems something inherently wrong about the risk of having your heroes reduced to complete paralysis for the rest of the game based on d20 rolls they can't do anything about. A restriction of move not being reduced below 1, 2, or 3 would let me actually allow this guy on the table.

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  #272  
Old November 25th, 2006, 11:53 PM
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Valantis


Crippling Shot 14

Valantis starts the game with 4 crippled markers.
Every time Valantis successfully wounds a unique hero, roll the 20-sided die. If you roll a 14 or higher place a crippled marker on the wounded hero’s card. Crippled markers subtract 2 from the move value of the wounded hero’s card.


Tree Travers


If Valantis is adjacent to a tree, Valantis may Tree Traverse instead of moving normally. To Tree Traverse, move Valantis to any unoccupied space adjacent to that Tree. Valantis may pass through multiple trees as long as they are adjacent to one another.




I like this card.



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  #273  
Old November 26th, 2006, 12:45 AM
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Quote:
Originally Posted by Karkadinn
Thinking it over, I'd feel better about Valantis if he couldn't reduce someone's movement to zero. There just seems something inherently wrong about the risk of having your heroes reduced to complete paralysis for the rest of the game based on d20 rolls they can't do anything about. A restriction of move not being reduced below 1, 2, or 3 would let me actually allow this guy on the table.
I knew I was missing something I have the revise on Valantis tommorow

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  #274  
Old November 26th, 2006, 01:31 AM
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Kashak

Does he get his A/D bonus if you don't play with any orcs?

Kumiko is not impressed with your sculpt, either.
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  #275  
Old November 26th, 2006, 11:08 AM
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Valantis


Crippling Shot 14

Valantis starts the game with 4 crippled markers.
Every time Valantis successfully wounds a unique hero, roll the 20-sided die. If you roll a 14 or higher place a crippled marker on the wounded hero’s card. Crippled markers subtract 2 from the move value of the wounded hero’s card. Only one cripple marker may be placed per card.


Tree Travers


If Valantis is adjacent to a tree, Valantis may Tree Traverse instead of moving normally. To Tree Traverse, move Valantis to any unoccupied space adjacent to that Tree. Valantis may pass through multiple trees as long as they are adjacent to one another.



"HeroScape is the Destination." Revdyer Fri Jan 04, 2008.

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  #276  
Old November 26th, 2006, 12:45 PM
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Billy Zane's Mighty Blow's text is a bit redundant, it's a bit redundant.

Agent Soluaratov should DEFINITELY cost more. Insta-kill on anything within 10 spaces is easily worth more than 100 points, regardless of other stats.

Other than that (and a few minor typos), great stuff! Keep it up!

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