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


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  #1  
Old June 10th, 2021, 03:45 PM
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Splash Splash is offline
 
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Re: Splash's Hall of Customs

NAME = FIONA
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = PRINCESS
PERSONALITY = BOLD
SIZE/HEIGHT = MEDIUM 5

LIFE = 3
MOVE = 5
RANGE = 1
ATTACK = 3
DEFENSE = 3
POINTS = 110


LOVE’S TRUE FORM
You may draft one other Fiona figure that is not a Human. Choose which figure will start the game on the battlefield. You can control only one Fiona figure on the battlefield at a time. At the beginning of each round, if this figure is adjacent to Shrek, switch this figure, if possible, with another Fiona figure you control. Switched figures will not take any leaving engagement attacks.

”WHERE DID YOU LEARN THAT?”
Fiona may attack one additional time for each unrevealed order marker on this card.

ENCHANTING MELODY
When Fiona attacks a figure with the Ferocious, Savage, or Wild personality, that figure rolls one less defense die.
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  #2  
Old June 10th, 2021, 03:45 PM
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Splash Splash is offline
 
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Re: Splash's Hall of Customs

NAME = FIONA
SPECIES = OGRE
UNIQUENESS = UNIQUE HERO
CLASS = PRINCESS
PERSONALITY = BOLD
SIZE/HEIGHT = MEDIUM 5

LIFE = 4
MOVE = 5
RANGE = 1
ATTACK = 4
DEFENSE = 4
POINTS = 150


BY NIGHT ONE WAY, BY DAY ANOTHER
You may draft one other Fiona figure that is not an Ogre. Choose which figure will start the game on the battlefield. You can control only one Fiona figure on the battlefield at a time. At the beginning of each round, if this figure is not adjacent to Shrek, switch this figure, if possible, with another Fiona figure you control. Switched figures will not take any leaving engagement attacks.

”WHERE DID YOU LEARN THAT?”
Fiona may attack one additional time for each unrevealed order marker on this card.

LAYERS
When Fiona defends, she receives one extra defense die for each wound marker she has.

~ Super Strength?
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  #3  
Old June 10th, 2021, 03:46 PM
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Splash Splash is offline
 
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Re: Splash's Hall of Customs

NAME = PUSS IN BOOTS
SPECIES = CAT
UNIQUENESS = UNIQUE HERO
CLASS = ASSASSIN
PERSONALITY = DASHING
SIZE/HEIGHT = SMALL 2

LIFE = 9
MOVE = 5
RANGE = 1
ATTACK = 3
DEFENSE = 2
POINTS = 250


OGRE KILLER
When Puss In Boots attacks Ogre figures, add 2 attack dice.

SWORDPLAY
If Puss In Boots attacks an adjacent figure with his normal attack and at least one skull is rolled, he may attack an adjacent figure again. He may continue attacking adjacent figures, rolling 1 fewer attack die for each subsequent attack, until you fail to roll a skull.

CUTE FACE 11
Whenever an opponent’s figure becomes adjacent to Puss In Boots, you may roll the 20 sided die. If you roll an 11 or higher, that figure's turn immediately ends.
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  #4  
Old June 11th, 2021, 01:13 PM
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Re: Splash's Hall of Customs

You did a really good job of being on-theme for characters that I wouldn't expect to translate to Heroscape all that well

Shrek: Nice and simple and thematic, and a decent bruiser albeit an expensive one. The potentially free auto-hit on everyone adjacent to him makes up for his single-attacking.

Donkey: Wisecrack seems perfect, although he is fairly easy to kill so him being the one you have to place OMs on to go with Shrek as well seems risky. The Normal Attack clause on Dragon Affinity seems odd because almost every dragon is packing a Special Attack and will be using it most turns anyway. Maybe it's so he can still use Wisecrack on them.

Fiona: Going back and forth between two figures seems the right choice, and it is a cool mechanic, although between needing to draft both as well as Shrek in order to change, she is terribly expensive overall. Luckily they don't carry over wound markers between the two cards, and the fact that the shift happens at the beginning of the round will make Order Markers less of a headache.

Puss In Boots: Swordplay is great on height, though I'm surprised he only has 5 move so he'll sometimes have difficulty getting it. Even with 9 Life and Cute Face, 250 points seems extreme. 2 Defense means he'll get shot to ribbons against Ranged Squads, and Cute Face will only save you in the initial engagement for melee combat.

~TAF

TAF was the Storyteller...
in THE ENEMY'S LAST RETREAT

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  #5  
Old January 2nd, 2022, 03:43 PM
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Splash Splash is offline
 
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Re: Splash's Hall of Customs

Did a quick writeup for Summoned Skull since I have the figure now.
Quote:
NAME = SUMMONED SKULL
SPECIES = MONSTER
UNIQUENESS = UNCOMMON HERO
CLASS = FIEND (ARCHFIEND?)
PERSONALITY = DARK
SIZE/HEIGHT = MEDIUM 6

LIFE = 1
MOVE = 5
RANGE = 5
ATTACK = 5
DEFENSE = 2
POINTS = 60


TRIBUTE SUMMON 1
This Summoned Skull starts the game on this card instead of on the battlefield. Before taking a turn with this Summoned Skull, if it started its turn on this card, place 1 wound marker onto any army card you control. If a figure would be destroyed this way, place this figure onto a space that figure previously occupied, otherwise place this figure in your Start Zone.

FLYING
When counting spaces for this Summoned Skull's movement, ignore elevations. This Summoned Skull may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When this Summoned Skull starts to fly, if he is engaged he will take any leaving engagement attacks.

Last edited by Splash; January 10th, 2022 at 12:54 AM.
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