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Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment |
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#61
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Re: Heroscaper 101 customs. [Updated]
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As for the power itself, having it activate every turn is very powerful (especially since in HeroScape, turns encompass your own, your opponents', and any additional turns for bonding heroes). Against Kurrok the Elementalist, for example, you could theoretically take 3 wounds due to the 3 separate turns with elementals. I think some clarification for which turns are counted would be needed, such as saying "at the start of that figure's next turn." Here's a potential suggestion for how to phrase the power: Quote:
Proud Member of Platyfly!
Custom Units — Maps & Scenarios Battle Reports The Case for a VC Master Set |
#62
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Re: Heroscaper 101 customs. [Updated]
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#63
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Re: Heroscaper 101 customs. [Updated]
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This guy is sick. Shame that there isn’t better availability of the figure, I think he would be one I’d be very excited to see pass through the C3V process. I’d love to see a troll army fleshed out. We need Troll archers to follow the king! Haha |
#64
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Re: Heroscaper 101 customs. [Updated]
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#65
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Re: Heroscaper 101 customs. [Updated]
Have you run any playtest with this version? Having data to show that this version is balanced would probably help with submitting him to the SoV.
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#66
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Re: Heroscaper 101 customs. [Updated]
That runs into some potential problems for when you move an opponent's figure with the Wyvern, Mind Flayer Mastermind, or even Hoplitrons. If you want to go that route, then I would recommend removing the automatic wound at the end of the round, since having it affect the figure after any kind of movement is already very strong.
Proud Member of Platyfly!
Custom Units — Maps & Scenarios Battle Reports The Case for a VC Master Set |
#67
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Re: Heroscaper 101 customs. [Updated]
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#68
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Re: Heroscaper 101 customs. [Updated]
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While it's true that the opponent will likely try to avoid moving, there are many ways to bypass that. The Wyvern and Hoplitrons, for instance, can each forcibly move opponent's figures, along with figures like Jotun or Heracles that have the Throw ability. As the ability is currently worded, I believe that these instances will trigger the poison, which seems both thematically odd and very powerful. I'm not sure if I fully understand your last idea. Are you saying that the poison will only last for a single round (at the end of which the figure will take 1 wound), and while it is active, the affected figure has 1 less defense? Proud Member of Platyfly!
Custom Units — Maps & Scenarios Battle Reports The Case for a VC Master Set |
#69
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Re: Heroscaper 101 customs. [Updated]
Name = Arachnophobia
General = Valkrill Planet = Valhalla Species = Arthropod Uniquity = Unique Type = Hero Class = Emperor Personality = Ferocious Size = Medium Height = 5 Master Stats Life = 4 Move = 7 Range = 1 Attack = 3 Defense = 2 Basic Stats Move = 7 Range = 1 Attack = 2 Defense = 3 Points = 85 (Single Spaced) Poisonous Sting Each time Arachnophobia attacks a small, medium, large or huge Hero with a normal attack or a leaving engagement attack and inflicts at least 1 wound, roll the 20-sided die. If you roll a 1-11, nothing happens. If you roll a 12 or higher, add 2 additional wounds to the defending figure. Predatory Instincts Before attacking, choose one small figure adjacent to Arachnophobia. If the chosen figure is a Squad figure, destroy it. If the chosen figure is a Hero figure, roll the 20-sided die. If you roll a 16 or higher, destroy the chosen Hero. Intimidating Presence Large figures attacked by Arachnophobia subtract 2 from their defense dice. Huge figures attacked by Arachnophobia subtract 1 from their defense dice. Number of Figures = 1
-Rulings and Clarifications- Q. Poisonous Sting vs. One-Shield Defense Is a figure with OSD (Migol Ironwill or Crixus) subject to the Drow's Poisonous Sting? A. No. For a power like Crixus & Migol's One Shield Defense, if you inflicted at least 1 wound on the initial attack roll, that's the MOST you could hit them with. You can't inflict another wound. The only way units with OSD may be poisoned is a) if they fail to roll any shields, or b) on leaving engagement attacks. - PREDATORY INSTINCTS : Optional Power Do you have to Predatory Instincts each turn? No, it is an optional ability. - PREDATORY INSTINCTS : Activation During Turn Can Arachnophobia use Predatory Instincts before he moves? No, Arachnophobia can only use Predatory Instincts after he has moved and before he decides to attack. _________________________________________________________________ Combinations and Synergies- Synergy Benefits Received
- N/A C3V and SoV Custom Synergies
Spoiler Alert!
Last edited by Heroscaper 101; February 6th, 2019 at 02:29 PM. |
#70
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Re: Heroscaper 101 customs. [Updated]
The drow chainfighter can also move figures. How you have it worded you cannot summon him with your own saylind either. He also cannot be carried by brunak or the little griffon looking dude.
Edit: the first power doesnt really suit the mini. A counter move ability isnt usually needed as there are very few characters that do it. If you do stick with it Id specify opponents figures cannot move him. Check out my ebay where you can find my custom dice trays and dicetowers: https://www.ebay.com/usr/captainamazing_jerdo |
#71
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Re: Heroscaper 101 customs. [Updated]
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#72
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Re: H101 customs: Blade-Rager Troll 11/4/18
Name = Blade-Rager Troll
General = Utgar Planet = Toril Species = Troll Uniquity = Common Type = Hero Class = Blade Rager Personality = Merciless Size = Large Height = 7 Master Stats Life = 1 Move = 6 Range = 1 Attack = 4 Defense = 4 Points = 35 (Single Spaced) Blade Frenzy After attacking with this Blade-Rager Troll, roll the 20-sided die. If you roll a 16 or higher, you may attack again with this Blade-Rager Troll. Doom Burst After dying from a special or normal attack, Blade-Rager Troll may attempt a Doom Burst. To do this, choose a figure adjacent to Blade-Rager Troll and roll the 20-sided die. • If you roll 1-12, the adjacent figures receive 1 wound. • If you roll 13-15, the adjacent figures receive 2 wounds. • If you roll 16-17, the adjacent figures receive 3 wounds. • If you roll 18-19, the adjacent figures receive 4 wounds. • If you roll a 20 or higher, the adjacent figures receive 5 wounds. After using Doom Burst, remove this Blade-Rager Troll from the battlefield. Number of Figures = 1
-Rulings and Clarifications-
-Combinations and Synergies- Synergy Benefits Received - N/ASynergy Benefits Offered
Spoiler Alert!
The figure used for this unit is a Bladerager Troll from the D&D set. The name and model number is Bladerager Troll Dangerous Delves #7. Last edited by Heroscaper 101; January 7th, 2019 at 11:00 PM. |
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