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Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment |
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#565
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Re: Ixe's Custom Units
Thanks for the comments!
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#566
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Re: Ixe's Custom Units
IshMEL;s suggested wording already wouldn't stack, though the first 'if' probably should be a 'when'.
I assume Assassin Strikes is just supposed to give double attack right? The current wording is giving them infinite attacks instead, it needs a 'one additional' in there. My Repaints and Mods: Updated 1-13 My Custom Cards: Updated 4-15 My Custom Superheroes: Updated 1-13 My figure images for online games: Alliance figures, Utgar figures My Etsy Store |
#567
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Re: Ixe's Custom Units
This is the Ogre from Pathfinder Miniatures - Rise of the Runelords
This is the Ogre Brute from Pathfinder Miniatures - Rise of the Runelords This is Jaagrath Kreeg from Pathfinder Miniatures - Rise of the Runelords NAME = Durgeth Brutes GENERAL = Valkrill PLANET = Valhalla SPECIES = Durgeth CLASS = Savages PERSONALITY = Wild SIZE = Large 6 (single based) UNIQUE SQUAD LIFE = 1 (3 figures) MOVE = 5 RANGE = 1 ATTACK = 5 DEFENSE = 2 POINTS = 100 SWAMP FORTITUDE Durgeth Brutes start the game with 3 Fortitude markers on this Army Card. When a Durgeth Brute figure you control would receive one or more wounds, for each wound you may remove a Fortitude marker from this Army Card to negate those wounds. If a Durgeth Brute is on a swamp or swamp water space, you may remove 1 Fortitude marker instead to negate all wounds. Like Uzog who has been submitted by Kinseth to the SoV, the Durgeth Brutes are savages that hail from the Durgeth Swamps on Valhalla. The Brutes are a large and tough breed of savages who seek to use their strength to smash through their opponents. They are a hardy group who can shrug off a few hits before succumbing to their wounds. In their native swamps, they seem to draw strength from the land itself and ward off even the most devastating attacks. The Durgeth Brutes can hit hard like the Kozuke Samurai but aren't nearly as fast and have lower defenses (not to mention the lack of counter attack). What they lack in speed and skill they make up for in tenacity. Effectively they have 3 extra life that they can use to absorb a few wounds before they start getting brought down. I could imagine some scenarios where it's even better to just lose a brute rather than giving up all three markers on a single attack. They thrive in swamp environments where a single marker can absorb any number of wounds. Their low defense makes them vulnerable to squads but they can be a menace to even powerful heroes in a swamp. As always, comments are greatly appreciated! |
#568
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Re: Ixe's Custom Units
Nice find on these figures, and I really like the twist on Exoskeletons. It's good for a Unique squad to have, and like you said there will be some interesting choices.
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#569
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Re: Ixe's Custom Units
They look very interesting! I would bump their move to 6 to represent their giant 'strides' and that will help them engage fasters - and maybe defense to 3 since Unique Squads can really suffer to range.
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#570
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Re: Ixe's Custom Units
I really dig these Durgeth Brutes Ixe! Solid stats backed up by a simple but useful power (with a terrain bonus, which I think is sweet!), plus awesome minis. I feel like this card seems natural enough that you could play it alongside Classic units and wouldn't notice a difference, so great job! They seem really sharky with their Fortitude markers protecting them until they get to wallop on opponent's figures. As a Unique Squad that power does have a price, though. My initial impression was that the points seem a little high, but the more I think about it the more it seems right. Definitely a unit I'd like to play!
Monthly Utah Tournaments in SLC!!
Maps | Customs | Battle Reports 10 Points Under Videos "I'll save myself some time and say I pretty much 100% agree with Bigga" ~Flash_19 |
#572
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Re: Ixe's Custom Units
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#573
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Re: Ixe's Custom Units
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#574
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Re: Ixe's Custom Units
It has been a long time since posting. I looked back through my old thread and realized that I had left a few cycles incomplete and didn’t round out my generals. I’d like to round that out before slinking back into obscurity.
That being said, here is the Kuroshi Rider from Infinity This is Yojimbo from Infinity And this is Penthesilea from Infinity Each miniature is supplied unassembled and unpainted. NAME = Bladewheel Gang GENERAL = Vydar PLANET = Earth SPECIES = Human CLASS = Criminals PERSONALITY = Reckless SIZE = Large 5 (Double Based) COMMON SQUAD Life = 1 (3 Figures) Move = 8 Range = 1 Attack = 3 Defense = 3 Points = 120 BIKE JUMP SPECIAL ATTACK Range 3. Attack 7. A Bladewheel Gang that moved but did not attack normally may use Bike Jump Special attack. To Bike Jump, choose on a non-adjacent figure that was at least 4 clear sight spaces away from that Bladewheel Gang at the start of the turn and whose base is no higher or lower than 5 levels from the base of the attacking Bladewheel Gang. If the figure is destroyed, immediately place the attacking Bladewheel Gang on at least one space the figure occupied, if possible. If you cannot or the figure was not destroyed, destroy the attacking Bladewheel Gang. The Bladewheel Gang is part of a future crime syndicate on Earth. They recklessly roar into battle on their motorcycles and slash at their enemies. They can even jump their powerful bikes to crash into their enemies, just as easily taking themselves out in the process. This gang concludes my cavalry squad cycle with each unit being able to move fast, hit hard, and ultimately not being worth the points. Motorcycles felt like an appropriate mount for Vydar but the design itself is ultimately pretty derivative of the Pounce Special Attack from the Wolves of Bardu. These rides hit a bit harder and aren’t size restricted but they are even easier to lose since they are additionally destroyed if they can’t fit their double base into the space their target occupied. As always, comments are greatly appreciated! Last edited by Ixe; July 30th, 2019 at 11:37 AM. Reason: Added an extra attack die to the special because they probably need it. |
#575
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Re: Ixe's Custom Units
Great to see you post
@Ixe
. I cant help but to see the bikes are on circular bases. Do you have them rebased on peanuts or are you playing them on a gridless/hexless variant like the hexless scape variant I posted? I really like the flexibility of terrain options when using a non grid battlefield. I like the simplicity of the bikes design.
Check out my ebay where you can find my custom dice trays and dicetowers: https://www.ebay.com/usr/captainamazing_jerdo |
#576
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Re: Ixe's Custom Units
So glad to see a post from you, Ixe! Your comments were a real encouragement to me when I first started sharing my customs here.
I really like the idea of creating "cavalry" squads for all the generals who didn't have them yet, and the futuristic bicycle gang fits vydar perfectly. They're fairly simple, and I do worry that they'd play too similarly to the wolves of Badru, and would probably not be worth their points. However, they do seem like they'd be very fun to play and I'm really glad you shared them! I'm not sure if you intend to be around here too much more, but there's some really exciting stuff happening in the AotV threads, which is a community-driven master set that's being developed using components from the Arena of the Plainswalker sets. We'd love to get your input Regardless, I hope all is well with you and thank you for sharing your custom! |
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