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Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment |
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The Chas Custom Closet
THE CHAS CUSTOM CLOSET
Introduction: Out of the Closet There is some knowledge mankind is not meant to have...but here it is anyway! I don't know anyone who has been Scaping Since The Beginning, who hasn't tried a hand creating custom figures. Back then, there were so few official units available, and so many alternate sculpts around--such as Mage Knight and D&D Minis--which cried out for conversion to Our Game of Heroscape, that you almost had to do it! For me, it started out at the Flea Market at an HMGS Wargaming Convention down in Lancaster, PA, with four figures of hefty green orcs riding giant war turtles. After that, there was no turning back... Why now? Well, I've been a bit shy about posting customs in the past, since I don't know the card creating technology, can't import photos, etc. But I've started now with Custom Superheroes in the Marvel site section (Topic: Comic Hero Custom Creations, Thread: Chas Does Custom Comic Characters) and they've been well received, so here goes. I must have over 200 customs that I or someone else made lying around, including entire armies of Orcs, Dwarves, Mongols, Alternate Black Romans, Ancient Greeks, etc. Some I comissioned from a custom maker who now works only for me and a pal, some I just picked up after said friend found them on the internet, but most I did myself for figures I picked up. I'll be posting some of them as I get the chance here in text only format. Most have been around for years; but a few below are brand new. All are done by me unless otherwise noted. All have been playtested at least once, or I'll warn you that its not so. Custom Creation Philosophy All my customs are meant to be balanced characters that you can play in a game with Official figures made for Heroscape, The Battle of All Time. Just for fun I might throw in a giant monster (The Beholder) or a comedy character (The Killer Tomatoes), but most are created by meditating on someone else's figure and asking it "Who are you?" Some came from a specific quest to add a character to the official Heroscape mix who was lacking, of which some were later produced in Official versions. I tended to avoid the more idiosyncratic ones that did not have the Heroscape generic feel. Come to think of it, these are things our official playtesters have been doing all along. To me, creating Heroscape figures is about adding spice by variety, not making individuals so powerful they need an army to battle by themselves. And I have a lot of game playing and 'redesigning' experience behind me, with a few boardgaming playtest credits here and there over the years. I also use my own sets of rules for my huge collection of 54mm historical figures, and wrote a series of articles for some years about them, for which I am pretty well known in the hobby at large. Before retirement I was a Staff Trainer, so I know how to make presentations! I'm also a genuine fantasy, science fiction, history (B.A, M.A.) and media fan like most of us. So take a look here for fun, and if you want to take somebody out for a spin, enjoy, and let me know what happened on your table. I don't think any are broken, although some may go beyond the official rules just a bit. Because while conventions should be followed and procedures kept simple, creativity should not be stifled for the sake of form. Thanks to my wacky New York Scaping Pals on site: Kolakoski, Sherman Davies, and Taeblewalker for playing against some of them, and my regular general gaming pals Troy G., Richard F., and of course Famous Cousin Jim M., likewise. Good Scaping, Your Pal Chas *** TWO MONSTERS Its off the wall; its A GIANT MONSTER. I never did one before. Hey, leave me alone. I just got the figure; so I made it up. Its untested--or perhaps no one's left alive to tell you about what happened... But seriously, here are two new monsters from D&D Minis big figures, one a modification of a MS3 D&D figure. One is totally off the charts, and the other is obedient to normal design rules, and has been tested once. See if you can guess which is which... BEHOLDER (Utgar) 12 Life Move 6 Range 1 Attack 5 Defense 6 500 Points Demon Unique Hero TransDimentional Terrifying Huge 10 Central Eye Psychic Blast Attack 4 (Primary Target) Range 5 Attack 3 (All Adjacent Secondary Targets of any players) Maximum 1 Wound to any targets Primary Target: If wounded, lose all Order Markers Secondary Adjacent Targets: If wounded, must attack a friendly adjacent figure of your choice. Tentacle Eye Beam When the Beholder reveals an Order Marker, roll the D20 to determine which power listed is available (Range 10): 1-4: Fear Ray Move three enemy squad figures or one enemy Common Hero one normal move with no leaving attacks. 5-8: Mind Shackle Ray D20 Roll:16+, Mindshackle three enemy squad figures or one enemy Common Hero--you control them for the rest of the game. 9-12: Poison Ray Make three attacks against one target: 3 Attack Dice, then 2, then 1. 13-16: Heat Ray Roll one Attack of 4 against all targets down one hex row in any direction. 17-20: Withering Ray Roll one Attack Die for each target's remaining Life. Each skull generates one unblockable wound. Stealth Flying When counting spaces for Beholder's movement, ignore elevations. Beholder may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Beholder starts to fly, if it is engaged, it will not take any leaving engagement attacks. THE TROLL KING (Utgar) 8 Life Move 5 Range 1 Attack 4 Defense 2 120 Points Troll Unique Hero Hunter Ferocious Large 7 Blood Frenzy When attacking with the Troll King, it receives 1 extra attack die for each wound marker on the defending figure's Army Card, to a maximu of 3 additional attack dice for Blood Frenzy. Regeneration After taking a turn with the Troll King, remove 1 Wound Marker from this Army Card. *** THREE SAMPLE FAVORITES Here is a hero, a villain, and a comedy squad: THE BLACK ARROW (Einar) 3 Life Move 5 Range 7 Attack 3+3+3 Defense 3 90 Points Half Elf Unique Hero Ranger Precise Medium 5 Poisoned Shaft Any figure taking a hit (except Soulborgs) continues to defend for the next 2 turns (before movement if given an Order Marker; otherwise at Turn Start after OM placement). Forest Camoflage If adjacent to a tree or bush, only adjacent attacks can be made against her. Forest Traverse Instead of regular movement, move from one space adjacent to a tree to another, up to 7 hexes away. Seduction All opponents except Soulborgs must roll one combat die and obtain a skull to attack her. ADEL THE PAIN GIVER (Utgar) 5 Life Move 6 Range 1 Attack 2 Defense 3 90 Points Kyrie Unique Hero Warrior Relentless Medium 5 Painful Touch Instead of Attacking, choose a friendly wounded hero figure next to her, and roll D20. Each wound healed may be transferred to an enemy hero(s) within 6 clear sight spaces, if available. This cannot include the final wound that would defeat the figure. 1: Nothing 2-5: Remove and transfer 1 wound marker 6-17: Remove and transfer 2 wound markers 18-20: Remove and transfer 3 wound markers Flying When counting spaces for Adel's movement, ignore elevations. Adel may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. KILLER TOMATOES (Utgar) 1 Life Move 6 Range 1 Attack 1 Defense 2 50 Points Tomatoes Common Squad Vegetables Angry Large 5 Rolling Along +1 Attack Die per two hexes moved and/or hex of downward level change (-1 die per two hexes upward). Minimum 1 Attack ; Maximum 5 Attack. Round and Bulky Blocks line of sight between Small and Medium figures. Squish! Airborne Elite or other paratroopers may destroy Killler Tomatoes by dropping directly on them, but are affected by Messy Death, and take 1 Wound. Messy Death If killed, place one wound marker on all adjacent figures except other KTs. Remove one unrevealed Order Marker from the Killer Tomato card. If no OM was placed or none are lleft unrevealed, they cannot be given one next turn. This effect is cumulative; remove one marker per KT defeated. *** ORC AND DWARVEN ARMY LISTS AND CARDS The Orc Army is based on the large green Mage Knight Orc figures. So they are stronger and slower than blue Heroscape Orcs, and don't have Disengage. Think of them as Uruk-hai or Elite Orcs of a cousin race. The Dwarven are very technological, and also based on Mage Knight figures. I spent a lot of time bent over huge bins of miscellaneous figures, to come up with variety and the right numbers to form commander, specialists, and squads in an organized semi-military proportion. The results are below, and listed as such. You might enjoy seeing how an army can be organized. Now that there are Official dwarves, you might want to add some of the specialist figures to your own Dwarven army, or give your Official blue grut orcs some heavy hitters. Each army is made up of 20 different card types, so here is a listing of those in each army, to be followed by descriptions of all the individual cards. ORC ARMY LIST (Utgar) Commanders Overlord Zindak 150 War Chief Aflac 110 War Chief Barak 110 Specialists Orc Shaman 100 Orc Portal Chanters 90 Orc Healer Medak 75 Orc Derak the Duelist 125 Orc Musician Mimak 80 Orc Berserker 60 Orc Basher 50 Ord Sadist 80 Orc Mini Gunner 85 Orc Spear Thrower Atak 75 Squads Orc Tusk Turtle Riders (4 Figures) 120 Orc Lizard Scouts (2) 75 Orc Musketeers (4) 50 Orc Diggers (2) 35 Orc Pounder Warband (3) 40 Orc Ripper Warband (3) 60 Orc Slicer Warband (4) 50 ORC ARMY TOTAL POINTS: 1,600 ORC OVERLORD ZINDAK (Utgar) 5 Life Move 4 Range 1 Attack 5 Defense 4 150 Points Orc Unique Hero Warlord Medium 5 Purple Lightning Instead of regular attack, use Range 3 Attack 4 Inspire Fear All adjacent Squad Orcs get +2 Attack Dice. ORC WAR CHIEF AFLAC (Utgar) 4 Life Move 4 Range 1 Attack 4 Defense 3 110 Points Orc Unique Hero Warlord Medium 5 Aflac's Bonus May give +2 Attack Dice to all Squad Orcs within 5 clear sight hexes. ORC WAR CHIEF BARAK (Utgar) 4 Life Move 4 Range 1 Attack 4 Defense 4 110 Points Orc Unique Hero Warlord Medium 5 Barak's Bonus During one round, May give +1 Attack Die or +1 Defense Die once to all Squad Orcs within 5 clear sight spaces. ORC SHAMAN (Utgar) 4 Life Move 4 Range 1 Attack 2 Defense 3 100 Points Orc Unique Hero Medium 5 Fog of War Once per game, instead of attacking, roll 1 combat die. If a skull results, place 5 Fog Markers, the first being adjacent to the Shaman, in connected adjacent hexes. No one may attack into or through a Fog Hex. Anyone may move into or through Fog. At the start of each round before Initiative is rolled, roll 1 combat die. If a shield is rolled, remove one Fog Marker. If the Shaman is defeated, remove 1 Fog Marker automatically at the start of each subsequent turn. The Shaman player may voluntarily remove 1 Fog per turn in the same manner. ORC PORTAL CHANTERS (Utgar) Note: two figures are used, each is identical and considered a Unique Hero! 3 Life Move 3 Range 1 Attack 2 Defense 3 90 Points (for both figures) Orc Unique Heroes Medium 5 Open Portal Once per game, instead of Attacking, roll one combat die: a skull opens the portal. Place two Portal Markers, adjacent to each PC figure. Portal Markers can be placed in any non-prohibited hex except water or lava (molten/field). The Portal disappears if either PC is defeated. Friendly figures may pass directly between the two portal marker hexes, counting only one hex of movement, during their regular movement, and be combined with it. ORC HEALER MEDAK (Utgar) 3 Life Move 3 Range 1 Attack 2 Defense 2 75 Points Orc Unique Hero Medium 5 Kill or Cure May attempt to cure any adjacent friendly hero, or a defeated squad figure whose squad has not been entirely eliminated. Roll one combat die. If a skull is rolled, remove 1 hero wound or revive one squad figure and place adjacent one squad figure. However, if no skull results, add one Hero wound or make no further attempts to revive a member of that squad! ORC DERAK THE DUELLIST (Utgar) 5 Life Move 5 Attack 5 Defense 4 125 Points Orc Unique Hero Champion Medium 5 Single Combat Only one figure may attack him each turn. Demonic Protection Derak cannot be attacked from a non-adjacent hex. ORC MUSICIAN MIMAK (Utgar) 3 Life Move 3 Range 1 Attack 2 Defense 2 80 Points Orc Unique Hero Medium 5 Inspiration All Orc Squad figures within 9 hexes gert +1 attack dice on adjacent attacks. ORC BERSERKER (Utgar) 3 Life Range 1 Attack 3 Defense 4 60 Points Orc Unique Hero Champion Wild Medium 5 Berserker Attack After attacking, D20 15+ allows another attack against an adjacent figure. Continue rolling after each attack until failure. ORC BASHER (Utgar) 3 Life Range 1 Attack 5 Defense 4 50 Points Orc Unique Hero Champion Wild Medium 5 Bash Targets attacked by the Orc Basher may only use half of their defense dice, rounded down. ORC SADIST SEMAK (Utgar) 5 Life Move 4 Range 1 Attack 3 Defense 3 80 Points Orc Unique Hero Medium 5 Sadism Add one Attack Die for each figure Semac defeats or each wound on a Hero he inflicts for the rest of the game. ORC MINI GUNNER (Utgar) 2 Life Move 3 Range 1 Attack 2 Defense 3 85 Points Orc Unique Hero Champion Precise Medium 5 Autofire Range 6 Attack 4 Make one attack roll, affecting up to 3 targets adjacent to each other, minimum range 2. Jam Before using Autofire except for the first use, roll D20 1-5: Jam,s pend the turn unjamming the gun instead of attacking. Fisticuffs The minigun is useless at adjacent range; use normal values instead. The minigun cannot fire if an enemy is adjacent! ORC SPEARTHROWER ATAK (Utgar) Note: this is a large, bazooka type weapon 2 Life Move 3 Range 5 Defense 3 75 Points Orc Unique Hero Medium 5 Penetration Double all skulls rolled against Large or Huge figures. ORC TUSK TURTLE RIDERS (Utgar) 1 Life Move 4 Range 1 Attack 4 Defense 6 120 Points Orc Giant Turtle Riders Unique Squad (4 Figs) Turtles Wild Large 6 Turtle Charge Increase movement to 6 if this allows coming adjacent to an enemy figure. Ignore water terrain restrictions, except prohibited hexes. They cannot charge a figure they started the turn adjacent to. Heavy May not climb more than 1 hex level per hex. Disengage OTTRs are never attacked when leaving an engagement. (Note: This was my very first Heroscape Custom!) ORC LIZARD SCOUTS (Utgar) 1 Life Move 10 Range 5 Attack 3 Defense 4 75 Points Orc Giant Lizard Riders Common Squad (2 Figures) Beast Large 6 Thrown Rider Weapon Attack 2 Range 5 Cold Blooded Movement is reduced to 5 if entering a snow or ice hex. ORC MUSKETEERS (Utgar) 1 Life Move 3 Range 5 Attack 2 Defense 2 50 Points Orc Common Squad (4 Figures) Wild Medium 5 Green Tribe Ferocity Add +1 Attack Die when adjacent to another Green Orc figure (maximum +1). ORC DIGGERS (Utgar) 1 Life Move 3 Range 1 Attack 2 Defense 2 Orc Common Squad (2 Figures) Medium 5 Build Defenses May build or demolish a wall 1 hexside long up to 1 level high. This wall gives -1 Attack Dice to all attackers. Hurl Dirt Attack 3 Range 2 ORC RIPPER WARBAND (Utgar) 1 Life Move 3 Range 1 Attack 5 Defense 3 60 Points Orc Common Squad (3 Figures) Warriors Wild Medium 5 ORC POUNDER WARBAND (Utgar) 1 Life Move 3 Range 1 Attack 3 Defense 3 40 Points Orc Common Squad (3 Figures) Warriors Wild Medium 5 ORC SLICER WARBAND (Utgar) 1 Life Range 1 Attack 4 Defense 3 50 Points Orc Common Squad (4 Figures) Warriors Wild Medium 5 DWARVEN ARMY LIST (Einar) Update: or you could make them Aquilla; not only were there no dwarves back then--there was no Aquilla! Commanders Dwarven Prince Touchstone 100 Dwarven Warlord Cornerstone 120 Dwarven Captain Cavern 90 Dwarven Captain Crag 90 Specialists Dwarven Wizard Meteor 100 Dwarven Champion Hornberg 80 Dwarven Berserker Comet 75 Dwarven Warden Stonewall 80 Dwarven Mini Gunner 95 Dwarven Mortarman 85 Dwarven Bombard 100 Dwarven Bombard Gun Captain Sulpher 90 Dwarven Bombard Gunner Ammo 80 Dwarven Engineer (x2) 75 Update: These would now be called Common Heroes. Dwarven Miner 75 Dwarven Mechanic (x2) 80 Update: These would now be called Common Heroes. Squads Heavy Dwarven (3 figures) x2 80 Dwarven Axemen (3) x2 70 Dwarven Musketeers (3) x2 70 TOTAL DWARVEN ARMY POINTS: 1,895 DWARVEN PRINCE TOUCHSTONE (Einar) 5 Life Move 4 Range 1 Attack 3 Defense 5 100 Points Dwarven Unique Hero Small 3 Dwarven Defense Enhancement +1 Defense Die to all Dwarven squad figures within 3 clear sight hexes. DWARVEN WARLORD CORNERSTONE (Einar) 6 Life Range 1 Attack 3 Defense 5 120 Points Dwarven Unique hero Warlord Small 3 Warlord Dwarven Attack Enhancement +1 Attack Die to all Dwarven squad figures within 3 hexes. DWARVEN CAPTAIN CAVERN (Einar) 3 Life Move 4 Range 1 Attack 4 Defense 4 90 Points Dwarven Unique Hero Small 3 DWARVEN CAPTAIN CRAG (Einar) (Note: Same stats and powers as Captain Cavern above) DWARVEN WIZARD METEOR (Einar) 5 Life Range 1 Attack 3 Defense 4 100 Points Dwarven Unique Hero Wizard Small 3 Curse Just before order marker placement, choose one enemy Army Card. No order markers may be placed on this card this round. Paralyze Range 6 Instead of attacking, choose one enemy figure within 6 clear sight spaces and remove one unrevealed Order Markers from its Army Card. DWARVEN CHAMPION HORNBERG (Einar) 4 Life Move 5 Range 1 Attack 4 Defense 6 80 Points Dwarven Unique Hero Small 3 DWARVEN BERSERKER COMET (Einar) 4 Life Move 4 Range 1 Attack 4 Defense 3 75 Points Dwarven Unique Hero Small 3 DWARVEN WARDEN STONEWALL (Einar) 4 Life Move 4 Range 1 Attack 3 Defense 4 80 Points Dwarven Unique Hero Small 3 Healing Lore Instead of Attacking, roll a twenty sided die, and get 6+. If succesful, remove 1 wound from an djacent Dwarven Hero OR Revive one Dwarven Squad figure of a squad which has not been defeated, placing it adjacent to Stonewall. DWARVEN BOMBARD (Einar) 0 Life Move 0 Range 10 Attack 5/4/3/2/1 Defense 0 100 Points Dwarven Object Military Equipment Large 7 Artillery Bombard Firing If Gun Captain and/or Bombard Gunner are adjacent, Bombard fires once per turn. Attack 5: against Large or Huge primary target (no other target) Attack 5/43/2/1: in that order against medium or small figures in succession in a straight hex row. Requires Line of Sight. No adjacent targets. 360 degree fire arc. Crewed by Gun Captain and or Gunner. Place order marker on a crew member, not on this card. Bombard Movement Moves 1 hex per adjacent Dwarven figure up to a maximum of 4 on clear terrain or road only. DWARVEN BOMBARD GUN CAPTAIN SULPHER (Einar) 3 Life Move 4 Range 4 Attack 2 Defense 4 90 Points Dwarven Unique Hero Small 3 Enhance Bombard If adjacent to Bombard, allows it to fire once per turn, or if gunner is also adjacent, adds +1 to Bombard Attack Dice for all rolls. Place order marker on any crew member, not on Bombard. Move Bombard 2 If adjacent to Bombard, allows it to move 2 hexes on clear terrain or road. This is cumulative with other Dwarven, who each add +1 to Bombard movement up to 4 maximum. DWARVEN BOMBARD GUNNER AMMO (Einar) 3 Life Move 4 Range 1 Attack 1 Defense 3 80 Points Dwarven Unique Hero Small 3 Operate Bombard If adjacent to Bombard, allows it to attack once per turn. Place order marker on any crew member, not Bombard. Move Bombard 2 If adjacent to Bombard, allows it to move two hexes on clar terrain or road. This is cumulative with other Dwarven, who each add +1 to Bombard movement, up to a maximum of 4. DWARVEN MORTARMAN LOFTY (Einar) 2 Life Move 4 Range 1 Attack 3 Defense 1 85 Points Dwarven Unique Hero Small 3 Iron Ball Loft Range 7 Attack 3 When attacking, each skull rolled counts as 3! Target may roll only half normal Defense Dice, rounded down. Shot may arc over (or up to) 10 levels high. DWARVEN MINI GUNNER (Einar) 2 Life Range 1 Attack 2 Defense 3 95 Points Dwarven Unique Hero Small 3 Autofire Range 8 Attack 5 Use attack roll against up to 3 targets adjacent to each other (minimum range 2) Jam Before using Autofire except for the first use, D20: 1-3 = Jam. Spend turn unjamming instead of attacking. Fisticuffs The Minigun cannot fire at adjacent figures; use normal values instead. DWARVEN ENGINEER (Einar) 3 Life Move 4 Range 1 Attack 4 Defense 4 75 Points Dwarven Unique Hero Small 3 Build Defenses 2 Instead of attacking, may build or demolish a wall one hexide long and 1 level high (-1 Attack) or increase a 1 to a 2 level wall. (maximum) Build Roads Instead of attacking, may turn 1 clear hex into 1 road hex per round. DWARVEN MINER (Einar) 3 Life Move 4 Range 1 Attack 3 Defense 5 75 Points Dwarven Unique Hero Miner Small 3 Road Instead of attacking, turn any one clear terrain hex into a road hex. Tunnel Instead of attacking, create a tunnel under one hex obstacle (castle wall, door, tree, glacier moujntain, ruin, or higher terrain). Place one Entrance and one Exit marker. Treat each tunnel hex as clear. Tunnel hex may not be adjacent to water or lava. Door Smash Ignores "Reinforced" power on Door Army Card. If door is not reinforced, count each wound as two wounds. DWARVEN MECHANIC (Einar) 3 Life Move 4 Range 1 Attack 4 Defense 5 80 Points Dwarven Unique Hero Mechanic Small 3 Fixer After movement insted of attack, may add to any adjacent figure: +1 Attack to any figure's metal weapon including ballistic guns but not energy weapons, OR +1 Defense Die to any figure's metal armor or shield Maximum +1 to either value per figure. HEAVY DWARVEN (Einar) 1 Life Range 1 Attack 3 Defense 4 80 Points Dwarven Common Squad (3 Figures) Warriors Small 3 DWARVEN MUSKETEERS (Einar) 1 Life Move 4 Range 5 Attack 3 Defense 3 70 Points Dwarven Common Squad (3 Figures) Warriors Small 3 DWARVEN AXEMEN (Einar) 1 Life Range 1 Attack 3 Defense 3 70 Points Dwarven Common Squad (3 Figures) Warriors Small 3 *** TWO MISSLE SQUADS BALEARIC MERCENARY SLINGERS (Any General) 1 Life Move 6 Range 4 Attack 2 Defense 2 40 Points Human Common Squad (3 Figures) Precise Precise Mercenaries Medium 5 Stone Killer When attacking, if two or more skulls are rolled, double all skulls. SISTERS OF SAINT ELMO (Jandar) 1 Life Move 4 Range 4 Attack 3 Defense 4 50 Points Human Common Squad (4 Figures) Nuns Precise Medium 5 Greek Fire Special Attack Attacks all figures in a straight hex row to a 4 hex range. This is the only type of attack possible for the Sisters of Saint Elmo. *** GREAT HISTORICAL/MYTHOLOGICAL HEROES THESEUS KING OF ATHENS (Einar) 5 Life Move 5 Range 6 Attack 4 Defense 6 150 Points Demi God Champion Disciplined Medium 5 Generalship Once per round when revealing an Order Marker, take a turn instead with any other Army Card you control within 5 clear sight spaces. All figures on that card get +1 Attack Dice. Wrestling Theseus may always disengage with no leaving attacks, but no small or medium figure may disengage from him. The Favor of Athena When revealing one Order Marker on Theseus if not using Generalship, roll one combat die. If a skull is rolled, he may add one to his Movment, Range, or Attack dice, OR remove 1 wound from himself. HERCULES UNCHAINED (Einar) *4 Markers* 6 Life Move 4 Range 1 Attack 5 Defense 5 200 Points Demi God Unique Hero Champion Disciplined Medium 5 Heroic Rage* Make two attacks. Throw Objects* Range 4 Attack 6 Chain Smash* Attack 6 Regenerate* Wnen down to 1-2 Life, instead of movement and regular attack, may roll 6 combat dfice, removing 1 wound for each shield rolled. * = Uses up one marker (This is a modified version of a Lord Baltimore custom. I'm not as big on markers as he is. LB is a custom figure maker. I have many of his designs. Some use his cards, some mine, some like this one are his modified). ODYSSEUS THE CLEVER (Einar) *2 Markers* 5 Life Move 6 Range 1 Attack 4 Defense 5 100 Points Human Unique Hero Warrior Disciplined Medium 5 Counterstrike When rolling defense dice against a normal attack from an adjacent attacking figure, all exccess shields count as unblockable hits on the attacker. This power works on everyone. Shield Deflect* Expend one marker to remove one wound when it is taken after normal defense fails, maximum 1 per attack roll. Stealth All non adjacent normal and special attacks must be made from no further than 3 hexes away. * = costs 1 marker (This is a Lord Baltimore custom I am using). QUEEN BOUDICCA (Einar) *3 Markers* 3 Life Move 4 Range 1 Attack 3 Defense 6 180 Points Human Unique Hero Gladiator Rebellious Medium 5 Shield Defense* After making a regular defense, D20: 16-20 Cancels all skulls rolled. Spear Reach* Range 2 Attack 3 Spear Throw* Range 3 Attack 2 After this is used, regular attack is reduced to 2 for the remainder of the round. Presence of the Moon All female squad members within 10 clear sight hexes get +1 attack dice. (This is a Lord Baltimore semi-fantasy custom modified by me. I use her with the following squad) CELTIC WARRIOR WOMEN GLADIATORS (Einar) 1 Life Move 6 Range 1 Attack 5 Defense 3 80 Points Human Common Squad (3 Figures) Gladiators Rebellious Medium 5 Frenzy of The Goddess After you take a turn with CWWGs, D20 13+ take another turn. Sisterhood of the Blade If a CWWG attacks the same adjacent figure another CWWG has just attacked, this second CWWG getsw an exta Attack Die. Heroine Bonding Any one female Hero may take he turn before the Celtic Warrior Women Gladiators. *** FOUR FEMALE HEROINES Need more women on the battlefield? Try these... JAN OF ERCH (Jandar) 3 Life Move 5 Range 1 Attack 3 Defense 3 80 Points Human Unique Hero Valiant Warrior Medium 4 Inspire Before her own movement, Jan can give any other Army Card you control an extra turn! Net of Amnesia Instead of attacking, Jan can remove an Order Marker from an adjacent enemy figure OR Declare that they cannot take an Order Marker next round. Cannot be used on the same round as Inspire. Flashing Battle Axe Jan can attack two adjacent enemy figures at once, using the same attack roll. Each defends seperately. LADY STEEL (Ullar) 6 Life Move 5 Rangbe 1 Attack 5 Defense 4 110 Points Human Unique Hero Champion Martial Artist Medium 5 Blade of Kali Each unblocked hit counts as 2. Trickster Twirl All adjacent attacks may be directed onto any other adjacent figure, friendly or enemy. If there are none, half the non-adjacent attackers atteck dice, rounded down. Lady Steel never takes falling damage. VARSYRIS THE ELF MAGE (Ullar) 6 Life Move 6 Range 6 Attack 2 Defense 5 Elf Uniaque Hero Mystical Medium 4 Fireball Attack 4 Range 6 If a nonadjacent target takes at least one wound, reroll 1 attack die for a possible additional wound that cannot be blocked. Staff of Banishment After moving and before attacking, D20 9-20 move any friendly or enemy figure witin 3 clear sight hexes up to 9 hexes away. If figure is engaged, it does not take leaving attacks. AERIEL ELFAIRY (Ullar) 5 Life Move 9 Range 1 Attack 4 Defense 5 140 Points Elfairy Unique Hero Scout Valiant Medium 4 Flying When moving, Aeriel can ignore height, water, other figures, and obstacles. If she is engaged when she begins to fly, she takes any leaving attacks. Diving Attack While moving, Aeriel may pause to attack, and then finish her movement. She takes no leaving damage if she moves at least one hex before attacking. Self Healing Instead of movement or attack, Aeriel can remove one wound marker from her Army Card. *** Last edited by chas; November 24th, 2017 at 10:40 AM. |
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Re: The Chas Custom Closet
Here's a brand new untested custom, in response to our new Samuel Brown American Revolutionary War Hero. This immediately creates a niche for a British Hero--use any Rev War figure with a repainted Green coat:
LYNDON BARRY (Einar) 3 Life Move 5 Range 6 Attack 3 Defense 2 55 Points Human Unique Hero Loyalist Disciplined Medium 5 Recruit Loyalists Instead of attacking, roll the twenty sided die. On a roll of 15 or higher, place a defeated 10th Foot figure back on the board, on an empty space adjacent to Lyndon Barry but not adjacent to an unfriendly figure. Place a wound marker on its base. The new Loyalist has the same statistics as a 10th Foot figure, but without its Special Powers. Lyndon Barry may not recruit more figures than the number that started the game. |
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Re: The Chas Custom Closet
Given that Barry has one less Life, Range and Defense than the 60 point Samuel Brown, he seems like he might be worth a little less than 55.
Also, I was thinking that instead of the awkward placement of wound markers, you could instead create another unit - the Common Hero loyalist. They could be 20 point figures with: Loyalist Einar Life 1 Move 5 Range 6 Attack 2 Defense 2 Human Common Hero Loyal Loyalist Medium 5 Cost 20 ANSWER THE CALL Loyalists do not start the game on the battlefield. They must be summoned onto the battlefield by Lyndon Barry. LOYAL TO THE END If Lyndon Barry receives enough wounds to be destroyed, you may instead destroy a Loyalist adjacent to Lyndon Barry. Ignore any wounds received by Lyndon Barry. TAKING ORDERS When you reveal an order marker on an army card for the 10th Regiment of Foot, you may take a turn with any combination of 10th Regiment of Foot figures or Loyalist figures. The total number of figures you may take a turn with may not exceed four. Then Change Lyndon Barry's card to reflect summoning a Loyalist. Since it's instead of attacking, I would consider letting him summon up to 2 Loyalists (10 or higher to summon one; 15 or higher to summon two). The power could read as follows: RECRUIT LOYALISTS Instead of attacking, you may roll the 20-sided die. On a roll of 10 or higher, you may choose a Loyalist figure you control that is not currently on the board. Place the Loyalist within three clear sight spaces of Lyndon Barry but not adjacent to an enemy figure. If you roll a 15 or higher, you may place two Loyalists. Barry should probably have another power, like a special attack, but I can't think what it should be at the moment. |
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Re: The Chas Custom Closet
I think Barry's power is much better than Sam's, hence the point cost. We'll be playtesting your Loyalists at my place soon, and we'll let everyone know how it worked.
I set it up so nobody would need more figures. Loyalists should be painted up with green coats if you're going to do it. Making them Common Heroes is very interesting, and allows greater flexibility. Barry could only summon up those you included in your army at the outset, but summon them more than once after they die as well. Thanks for the input! |
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Re: The Chas Custom Closet
And now, its time for Thor's pals:
THE WARRIORS THREE FANDRAL THE DASHING Asgardian Unique Hero Warrior Valiant Medium 5 5 Lives Move: 6 Range: 1 Attack: 5 Defense: 4 150 Points Dashing Thrust Once per round, when attacked by an adjacent figure, Fandral may make his own attack against that figure first. If the attacker is defeated, its attack against Fandral is cancelled. Dashing Charm All opponents are -1 Attack and -1 Defense (Minimum 1) in any attack or defense using regular dice. All females are +1 Attack and +1 Defense against him after Fandral has caused a wound on them. These effects are not cumulative; but modify regular numbers one at a time. HOGUN THE GRIM Asgardian Unique Hero Warrior Valiant Medium 5 5 Lives Move: 5 Range: 1 Attack: 4 Defense: 5 145 Points Grim Visage Once per round, after an order marker is revealed on an army card you do not control within 6 clear sight spaces but before it moves, roll the twenty sided die: 1-5: No Effect. 6-10: Figure loses two spaces of movement. 11-15: Figure loses half movement rounded down (minimum 1). 15-20: Figure's movement cancelled. This affects all figures on Army Card. Snow Shaman Instead of attacking, Hogun may heal 1 wound on himself or an adjacent figure. Hogun heals 2 wounds if on snow or ice, or adjacent to a Glacier Mountain. VOLSTAGG THE VOLUMINOUS Asgardian Unique Hero Valiant Warrior Medium 5 6 Life Move: 5 Range: 1 Attack: 4 Defense: 4 140 Points Bone Throw Range 6 Attack 2 Instead of a regular attack, Volstagg may hurl a large food bone from the large supply he carries. Belly Bounce After his regular attack, Volstagg may knockback any one adjacent medium figure up to 3 spaces or any one adjacent small figure up to 6 spaces in a straight hex row. the space must be on the same level or lower than its current location. The figure takes no leaving damage. Non-flyers take any falling damage. |
#6
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Re: The Chas Custom Closet
BACK TO THE PAST!
Well, now. Its been a good four years since I created this thread, and two since I've been back here. Besides playing many other games, my Heroscape focus in the last couple of years has been on Marvelscape/Superscape, and you can see the results in the Marvelscape site section after my Great Supers Card Hunt, in threads like my Chas Quickscan Master Lists, Pulp Adventure Games, The Infinity Gauntlet I and II game mini-campaign and more. But I have been also keeping up with C3V and their new waves issued, especially since two of my local pals in the New York Gang of Four are members of their Inner Sanctum, by playing most of the new committee customs with them in our regular monthly games, and even doing a bit of playtesting for them. I've also been very active on boardgamegeek.com for the first time lately, where you can follow my posts as Jon Snow/Chas59, and now doing my Great Boardgame Hunt by scanning their database and building up my collection of Owned and Previously Owned board and miniatures games on that site, from over fifty years of gaming and collecting. I have posted a review of Heroscape there recently, and several other games as well, and interacted a bit with the somewhat overlapping Scape Community over on that other site. For our upcoming local Scape game next month, December 2014, I've taken out my box of old customs, including those on this thread, to reconsider. I may even use a couple of them in our upcoming game, which will be a lava map, in order to playtest my New Molten Lava Rules (as posted in the Other Customizations section onsite nearby), and those of my Heroscape Healing Booth as well. Each Classic/VC army will have one Super as well. For posts about mixing Super and Classic/VC Scape, see many threads and posts over in the Marvelscape section. Its time to remake the doughnuts! Last edited by chas; October 29th, 2017 at 07:47 AM. |
#7
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Re: The Chas Custom Closet
Its been about a year since I've been back here. Although my primary interest in that time has remained Marvelscape, I've just become interested in Dysole's fairly new line of Avatar The Last Airbender cards. I've also kept up with C3V. So just a note here that you can keep up with all of my local groups adventures including the use of customs both ours and those of other designers for Classics and Supers on our thread:
Official Heroscape/General Discussion/The New York City Gang of Four |
#8
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Re: The Chas Custom Closet
Here in September 2017
Whoa--the posts here are from 2010-2015! After that I got mostly into Superhero Customs, as evidenced by my much longer supers custom thread over in the Marvel section, my Quick Scan Master Lists, and etc. Back when I was creating the Classic Customs here for regular Scape, we did not have many of the pieces we have now. Attending two wargaming mini conventions by HMGS a year back then, I had access to all kinds of fantasy customs figures from other games like Mage Knight, in huge bins at their flea markets. I'd spend a long time combing through the bins that various gamers had for sale there. If I'd see a figure I liked, I'd get it and make up a card for it. It all started with an Orc riding a giant turtle, which was the mascot of Beloit College, WI where I went as an undergrad. I got four of them to make a squad of turtle riders... Later on I also got a few dozen cards and figures of customs made by a friend of a friend, and still have those as well (not shown here). Its time for some of these bad boys to come out of the closet again! *** Having just run a successful Lord of the Rings Mt. Doom scenario, using Sherman Davies' custom LOTR cards among others, I'm working on a custom scenario that will be from Tolkien's Silmarillion. This will be from the Orc/Dwarf Wars, and utilize only my own customs, as shown on this thread's Original Post. Just as that work is a long time ago, my customs include two very complete Dwarf and Orc armies, from long ago when there were no official Dwarves in Heroscape, and the Orcs were pretty weak (Blue Skinned Gruts)--there weren't even any Heavy Gruts, let alone Ornak. In the Heroic Mythical tradition, where the farther back you go in antiquity the stronger and more long lived an individual being was, it would be appropriate to revive using my customs as being from the old age, who are stronger and better organized as armies than Official or even C3V Scape! I you are not familiar with this theme, human or other history is considered to start in a Golden Age, then Silver, then Bronze--like the ages of comic books, whose nomenclature is taken from this system. Or you can contrast the later Medieval historical period with the earlier Ancient Biblical or Roman Eras. So the idea is two teams of two players, who will battle it out somewhere near the underground Dwarven Kingdom, using the cards and figures as noted on this old thread to build their own armies! A long time ago I wanted to try this out with Taeblewalker, but there being so many new things to try, we never did it. See The New York City Gang of Four thread noted in the above post for the upcoming scenario. Last edited by chas; September 14th, 2017 at 10:37 AM. |
#10
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Re: The Chas Custom Closet
Actually its a regular turtle. Although I've always lived in NYC, I went to college in Wisconsin. Back in 1969, a high school age pal and I were visiting the campus to consider attending. We stayed over in the Beloit Hilton--no relation to the Conrad Hilton chain of hotels, believe me. After we'd pretty much decided this school was the place for us, we were watching The Tonight Show later that evening. We saw Johnny Carson and sidekick Ed Macmahon reminiscing about their old days in Wisconsin radio, and one of the places they mentioned doing a 'live remote' show in was--Beloit, Wisconsin! Which is how Johnny Carson helped me pick my college! True story.
Anyhow, why a turtle for a mascot? Because among many other things, Beloit College has an archaelogy museum and several yet unexcavated old Native American burial mounds on its campus, one of which is in the shape of--a turtle! Beloit is also famous for its archaelogist graduate who later famously led ground breaking paleontological expeditions into the Gobi Desert in China during the 1920-30s for NYC's American Museum of Natural History--Roy Chapman Andrews,--who first discovered dinosaur eggs (you can still see them in the museum today); those of protoceratops andrewsii --while fighting off Chinese bandits and having many other adventures during his expeditions, about which he wrote several books. He is also know today as "The Real Indiana Jones!" Last edited by chas; September 14th, 2017 at 06:13 PM. |
#11
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Re: The Chas Custom Closet
Very cool.
Surprised no one has dug into those burial mounds. I have been watching quite a bit of Carson lately but they rarely play episodes going that far back. Great show. I always try to catch the opening so I can get the date, guest list and monologue. You never fail to grab my interest chas. Thanks for the info. Go Turtles! |
#12
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Re: The Chas Custom Closet
SILMARILLION SCAPE FOUR ARMIES
By Chas 2017 Here my custom Orc and Dwarven Armies are separated into two wings each for a four player game. ORC ARMY A Overlord Zindack 150 War Chief Aflak 110 Orc Shaman 100 Orc Healer 75 Orc Basher 50 Orc Spear Thrower 75 Orc Lizard Scouts 75 Orc Ripper Squad 60 Orc Musketeers Squad 50 Orc Slicer Squad 50 TOTAL: 795 ORC ARMY B War Chief Barac 110 Orc Duelist 125 Orc Sadist 80 Orc Portal Chanters (2) 90 Orc Musician 80 Orc Berserker 60 Orc Mini Gunner 85 Orc Turtle Riders Squad 120 Orc Pounder Squad 40 Orc Digger Squad 35 TOTAL: 825 TOTAL ORC FORCES: 1,620 DWARVEN ARMY A Prince 100 Captain 90 Wizard 100 Champion 80 Mortarman 85 Warden 80 Miner 75 Engineer 75 Mechanic 80 Heavy Squad 80 Axemen Squad 70 Musket Squad 70 TOTAL: 985 DWARVEN ARMY B Warlord 120 Captain 90 Berserker 75 Mini Gunner 95 Bombard 100 Bombard Gun Captain 90 Bombard Gunner 80 Engineer 75 Mechanic 80 Heavy Squad 80 Axemen Squad 70 Musket Squad 70 TOTAL: 1,025 TOTAL DWARVEN FORCES: 2,010 Note: For out first game, we are doubling all 6 Orc Common Squads for a total of 12. The 3 Dwarven Common Squads are already have two of each type. This also addresses the larger Dwarven point total. This adds 320 Points, reducing the Dwarven lead from 400 to 80 Points. Last edited by chas; November 8th, 2017 at 12:38 PM. |
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