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Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment |
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#49
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Re: Lamaclown's Customs- Added: Morathi Ajani
Added an Aquilla figure- Morathi Ajani.
Play tested him and had to revamp him due to him being slightly, well, ok, way overpowered. Hope you like him. Let me know what I can do to improve him. Thanks |
#50
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Re: Lamaclown's Customs- Added: Morathi Ajani
You continue to amaze me.
I'm not a fan of equipment cards and such, but you've done it in a way that makes it cool. I think Morathi is very well balanced. The only thing I don't like is the hit zone, its even smaller than a zombie head and very easy to hide. That combined with the one sheild defense from the cloak, and he may be almost impossible to attack from range. Very nice though, and the doggie is very funny. Keep up the good work. 73 tournaments. 175 - 145 - 1 overall record. 6 tournament wins. |
#51
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Re: Lamaclown's Customs- Added: Morathi Ajani
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As always, clancampbell, thank you for the encouragement and the input. I gotta get to one of your tournies soon so I can actually shake your hand. |
#52
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Re: Lamaclown's Customs- Added: Morathi Ajani
Wow. I'm going to review the most recent customs (I just don't have time to go through all of them).
Before I start, I'm going to mention that I believe correct phrasing of abilities and visual formatting of a card is just as important as the stats and abilities themselves. If I ever seem harsh, just bear in mind that I'm trying to improve the card. Morathi Ajani Critical Points:
Critical Points:
Critical Points:
Lord Talen Critical Points:
Critical Points:
Last edited by Carakki; April 8th, 2009 at 05:04 PM. Reason: Added conclusion. |
#53
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Re: Lamaclown's Customs- Added: Morathi Ajani
I like this figure he reminds me of Dhalsim from Street Fighter.
Love the crystal idea My first gut feeling is to drop the life down a bit but then that limits how often you can use the crystals As for his sleep walk you might as well just lower his total movement and ghost walk 7 life and 140 points + stealth dodge at 4 defence dice? I dunno he seems a little under priced for abilities. It is allways hard to balance the abilities you want with price but I would cut back on total movement to 5 with the ghost walk. He's old and skinny. drop his defence dice to 3 and tack on like 40 points. Just my first impressions but good work on the new guy |
#54
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Re: Lamaclown's Customs- Added: Morathi Ajani
Quote:
Text size, I admit, is something I struggle to get "official" looking, especially on my earlier cards. I just dloaded a Word doc that is a template for these things. Hopefully that will help me improve in this area. For Ullar figs it is difficult with the fig name because (and this is not a complaint, bunjee did a great service to the community) the space between "Ullar" and Ullar's symbol is narrower then on the others. On the Dream Walk ability name, it is two words. The font I used, when I bolded it in the title, made it look like one word. I can put a double space between the words to clear up this confusion. I debated whether or not to add "special ability". I didn't want to just because it looks crowded. I thought I needed to so that Dream Walk wouldn't gain any other movement bonuses (i.e. movement bonus from being on a road). You're right, the word "is" is too close. I missed that, thanks for pointing that out. Each Crystal Gift does something different so instead of trying to put it all on Morathi's card I thought it best to have a card for each Gift that described their abilities. Thanks for pointing out the "Army Card" reference. I'll try to start implementing that on future customs. It would take a bit of work to go back and change it on all the customs I've done so far. Writhing Garment. I read somewhere that if you use an "official" ability on a custom you should keep it as the original name. I've also read elsewhere that if you use an "official" ability you should rename it, if necessary, to keep your custom thematic. I see the point of the first because it makes it much simpler when looking at the cards. If you're familiar with abilities you only need to look at the name to know what it does. I see the point of the latter, also. The names of some abilities, like Braxas' Poison Breath, may not fit the custom figure even though the text of the ability does. For Writhing Garment I went for theme. You can't tell from the pic his cloak is actually his staff as well. It made me think of Spawn and his cape. So, I'm in a quandary. I understand what you're saying and see the sense in it, but, I'd like to keep the "flavor" of the figure in the ability names as well. Can I say that I'll think on this one? Pink! That's weird. I don't know why it turned out that way but now that you mention it, it does look pink. It was grey before...I thought ... maybe ...? Wow! Thats a lot. I've gotta go, but, once again I very much appreciate the time and thought you put into your response. Constructive criticism is a good thing. I'll make the changes I can and definitely consider all that you've said. And to Skeletor as well, thank you for your input. I may consider dropping the Writhing Garment ability altogether after your point of his point cost, life, and defense. Of course the thought of dropping his defense is good one as well. As far as his point cost- that is probably my weakest area in making customs. So I will definitely take into consideration any input on his cost. |
#55
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Re: Lamaclown's Customs- Added: Morathi Ajani
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Odd how we live in the same state and yet are so far from each other, and its really not that big of a state. 73 tournaments. 175 - 145 - 1 overall record. 6 tournament wins. |
#57
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Re: Lamaclown's Customs- Added: Steelborn Hunter
Love Aramon. Again nice job!
I really hate deathreavers, so this guy is right up my alley. 73 tournaments. 175 - 145 - 1 overall record. 6 tournament wins. |
#58
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Re: Lamaclown's Customs- Added: Steelborn Hunter
If you need more space for your abilities, I recommend this thread; it contains quality scans of cards with extended white space.
Aramon Critical Points:
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#59
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Re: Lamaclown's Customs- Added: Custom Abilities List
Quote:
On another note... A couple of months ago I went on a brainstorming kick to come up with new abilities for custom figs. I created quite a plethora of abilities ranging from attacking to defense to movement to bonding to totally miscellaneous. I arrived at the conclusion last night that I’ll never create enough customs to use them all. So, I want to start sharing them. The majority of these are original to me. There may be an occasional ability that I adapted from someone else. When I did adapt an ability I tried to note what ability I adapted and who the original creator was. Some of these are still in their “brainstorming” incarnation and need some reworking. Some are fine as is. Others, well, they probably wouldn’t ever work with game mechanics. Read through them. If you find some you like, use them. If you find some that totally stink (and I’m sure there are some that do), don’t use them. I’ll start with some of the attacking abilities. Since these weren’t made for any particular figures some of them have something like: Attack [1 less than normal attack].This means that whatever figure they are used for, the special attack uses 1 less attack die then that figure’s normal attack. Also, if you need some inspiration for developing new abilities check this out... http://www.heroscapers.com/community...ad.php?t=23131 Rescue- If <unit name> attacks an enemy figure already engaged with a friendly figure, add 1 die to <unit name>’s attack. Now It’s Personal- At the beginning of the game choose a General Glyph and place it on this card.For each enemy figure that <unit name>destroys who follows the chosen general, remove 1 wound marker from this card. You may not change General Glyphs once the game has begun. Warpstrike Special Attack- Range 4. Attack [1 less than normal attack].When using the Warpstrike Special Attack, <unit name>does not need a clear LOS. Implacable Special Attack- Attack [+3 to normal attack]. If <unit name> inflicts 1 or more wounds using the Implacable Special Attack place 1 wound marker on this card. <Unit name>may continue to attack with the Implacable Special Attack until he no longer inflicts a wound. Nothing to Lose- If <unit name>moves adjacent to 2 or more enemy figures or any one huge enemy figure add 2 to his attack. Wolfsbane- When attacking any type of wolf figure, <unit name> receives 1 extra attack die Kick ‘Em When They’re Down- If an friendly figure adjacent to <unit name> inflicts a wound on an enemy figure within 2 clear sight spaces of <unit name>, <unit name>may immediately roll 1 unblockable attack die against the defending figure. Brutal Onslaught Special Attack- Attack [-2 normal attack]. After the defending figure rolls defense you may re-roll all of your attack dice once. If you re-roll, no previous skulls on the re-rolled dice count as hits and the defending figure cannot re-roll defense. Brutish Charge Special Attack- For each space <unit name>moves to attack the defending figure roll 1 attack die. If the Brutish Charge inflicts at least 1 wound roll 1 attack die. If you roll a skull remove any unrevealed Order Markers from the defending figure’s card and move the defending figure 3 spaces back. If the figure collides with a terrain obstacle or another figure the defending figure’s movement is halted and it receives another wound. Determined- At the beginning of the game choose an enemy figure and place a Quarry Marker on its card. If <unit name>does not attack any other figurebefore he attacks the chosen figure he receives no wounds for leaving an engagement and can resist any type of mind shackle or soul devour attempt with a roll of 14 or greater with the 20-sided die. Upon attacking the chosen figure, <unit name>may add 2 to his attack. If the chosen figure is destroyed, either by <unit name> or another figure, <unit name>may choose another enemy figure to target with his Determined Ability. Angstrom Net Launcher- Range 6. Attack 3. Choose an enemy figure within range. All figures adjacent to the chosen figure are affected by the Angstrom Net Launcher Special Attack. Roll once for all affected figures. Each figure rolls defense separately. Any figure who receives at least 1 wound must remove any unrevealed Order Markers from its card. If a defending figure rolls no shields, it is destroyed. Vulnerable Smash- After moving and before attacking with <unit name> you may place 1 wound marker on this card and add 2 dice to <unit name>’s attack. Fumble- When attacking with <unit name> if you do not roll any skulls, the defending figure may roll 1 unblockable attack die against <unit name>. Last edited by Lamaclown; April 16th, 2009 at 11:21 AM. |
#60
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Re: Lamaclown's Customs- Added: Custom Abilities List
Steelborn won't fit, but soulborg will. Must be a 8 character cap. How about Ironborn, still has that forged construct, mechanical feel to it.
73 tournaments. 175 - 145 - 1 overall record. 6 tournament wins. |
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