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#1
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Durin's Bane - Rough Draft
NAME = DURIN'S BANE
GENERAL = VALKRILL SPECIES = MAIA UNIQUENESS = UNIQUE HERO CLASS = GUARD PERSONALITY = TERRIFYING SIZE/HEIGHT = HUGE/12 LIFE = 8 MOVE = 4 RANGE = 1 ATTACK = 6 DEFENSE = 5 POINTS = 210? FIRE WHIP After moving and before attacking, you may roll the 20-sided dice. If you roll an 8 or higher, you may choose one small or medium figure within 3 clear sight spaces of Durin's Bane. That figure receives one wound and may not roll defense dice for the remainder of Durin's Bane's turn. You may place that figure on any space adjacent to Durin's Bane. SHADOW TERROR All enemy squad and common figures within 6 clear sight spaces of Durin's Bane roll two fewer defense dice when defending against a normal or special attack. FIRE ENGAGEMENT STRIKE 11 If an opponent's small, medium, or large figure moves adjacent to Durin's Bane, roll the 20-sided dice. If you roll an 11 or higher, the opponent's figure receives one wound. Figures may be targeted only as they move into engagement with Durin's Bane. MAIA SPIRIT STRENGTH Durin's Bane never takes damage from falling or extreme falling. |
#2
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Re: Durin's Bane - Rough Draft
[Reserved]
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#3
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Re: Durin's Bane - Rough Draft
I think this card is going to be very difficult to get right given it's status as, you know, a Maia.
I was trying to construct a figure that: - Gives an indirect boost to his own commons - Can hit hard - Has a chance to do damage to more than 1 figure in a turn to make dealing with squads a bit more manageable 4 powers may be too many, but I wanted to start with more instead of less to get community feedback on these ideas and see where they go from there. But I wanted to get some discussion started off with a rough draft since this card will be so much different than the rest in MS1. |
#4
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Re: Durin's Bane - Rough Draft
I like a lot of things about this draft. Especially that we are keeping it as a Maia and avoid any demon synergies or nonsense like that. Identity is important for the project. I think some of these abilities are stacking but I like the theme we have, totally agree with starting off huge and then pairing down. Do we have a miniature in mind for your vision?
Fire Whip is very cool, it combines the Lawman Whip with the reposition effect. I'm curious as to if we actually need to take all the defense dice away from whatever you grab. Ironically you will get an engagement strike on almost anything to begin with and then still have your standard attack just like Motely Max will, seeing I've had great success with that figure and it's similar attack I wonder if we need to take the defense roll away from the figure we grab with fire whip. EDIT: Goes without saying but we will need to get the verbage to avoid lava dunking lol! Shadow Terror is beast, great theme and great ability. Reminds me of Gothlok's but more useful and I like how it is a large aura to match what Durin's Bane needs to be and how important it is. Fire Engagement strike that hits large figures? Love it. The spirit strength makes sense, I almost wonder if it should be expanded to include lava damage? Idk, just thinking out loud there. It seems proper given that it fell forever in its fight with Gandalf. 4 Move is slow, especially if he is going to be double spaced so I'm not the biggest fan but I understand what you're going for. All the other stats seem interesting, price point of 210 means he is in the tier of dragons, quite fitting. Last edited by Shiftrex; January 31st, 2021 at 07:46 PM. |
#5
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Re: Durin's Bane - Rough Draft
Nope. I have 0 experience finding miniatures. Can work on that later on, though it's safe to say it would be double spaced.
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- I really wanted him to be a 'Guard' for thematic reasons, which means he can get +1 move from Warden 816. I didn't want the move to be stackable up to 6. - There needed to be some kind of weakness. - Whip already gives him a higher threat range without the movement. All in all, glad you liked the direction of the card. |
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