Third time starting up this thread again. I'll try and actually get this wave of customs good, maybe even playable!
Completed Customs
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Sidhir the Bleakwoode Cultist
Utgar
Undead
Unique Hero
Necromancer
Terrifying
Medium 4
Life 4
Move 5
Range 1
Attack 3
Defense 3 Sacrificial Dagger
After attacking you may destroy one friendly undead figure adjacent to Sidhir. If you do, remove one wound marker from this card. Searing Souls Special Attack
Range 6. Attack 2 + Special.
When Sidhir uses Searing Souls Special Attack add one attack die per currently destroyed undead figure you control, to a maximum of + 4 dice. If Searing Souls Special Attack destroys an opponent's small or medium figure, replace that figure immediately, if possible, with one of your own previously destroyed common small or medium undead figures. Soulborgs and undead are not affected by Searing Souls Special Attack. Disengaged
Sidhir is never attacked when leaving an engagement.
Points: 80
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Current Works in Progress
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Wen-Yug ni Seprocs
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Marro
Unique Hero
Warwitch
Disciplined
Medium ?
Life: 5
Move: 5
Range: 1
Attack: 3
Defense: 6 Counter Strike Crippling Gaze Enhancement
Whenever a figure within 7 clear sight spaces of Wen-Yug ni Seprocs rolls Crippling Gaze double the roll. Psychic Command
Before you take a turn with Wen-Yug ni Seprocs you may move any large, two spaced, hero hero you control up to 6 spaces. Any figure moved by Psychic Command must start within 2 clear sight spaces of Wen-Yug.
Points: 120
(no figure)
Wordah the Whiphid Hunter
Spoiler Alert!
General: Ullar
Species: Whiphid
Type: Unique Hero
Class: Hunter
Personality: Wild (or precise?)
Size: Medium 5
Life: 4
Move: 5
Range: 1
Attack: 4
Defense: 3
Specials: Bow-Hunter Special Attack:
Range-7 Attack-1
If Wordah has a height advantage when he uses Bow-Hunter Special Attack he rolls 2 extra attack dice. Bow-Hunter Special Attack cannot be used against adjacent figures. Big Game Hunter:
When attacking a large or huge figure with a normal or special attack, Wordah rolls one extra attack die.
Points: 85
Gundark
Spoiler Alert!
General: Utgar
Species: Gundark
Type: Uncommon Hero
Class: Beast
Personality: Wild
Size: Medium 5
Life: 4
Move: 5
Range: 1
Attack: 3
Defense: 3
Specials: Double Attack:
When this Gundark attacks, he may attack one additional time. Swamp Camouflage:
If this Gundark is on a swamp water space he has no visible hit zones for any opponent's non-adjacent figures. If this Gundark is on a swamp land space he rolls 2 additional defense dice against a normal attack from non-adjacent figures.
Points: 70
Old Customs
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De-Borg-Sa
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General: Utgar
Species: Marro
Type: Unique Hero
Class: Warlord
Personality: Tormented
Size: Medium 5
Life: 4
Move: 4
Range: 8
Attack: 2
Defense: 6
Specials: Patchwork:
Whenever a Soulborg adjacent to De-Borg-Sa receives one or more wounds you may remove one wound marker from this card for each wound received. Instead of moving De-Borg-Sa you may give one friendly Soulborg adjacent to De-Borg-Sa one wound and remove up to two wound markers from this card. Shoot & Stab Special Attack:
Range 1. Attack 4.
After attacking with Shoot & Stab Special Attack De-Borg-Sa can attack with his normal attack. De-Borg-Sa must target the same figure with both attacks if possible.
Points: 100
I have not made this figure yet, but I will probably before too outrageously long. It is a mix of Ne-Gok-Sa and a Zettian Guard. The non-sword arm is replaced by the gun of the zettian, then the opposite leg is zettian, and one half of the face. I might also make part of the armour place thing behind his head metal too, depending on if it looks good or not.
Warriors-
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Twisted Metal:
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Sweet Tooth
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General: Calypso
Planet: Earth
Species: Human
Type: Unique Hero
Class: Clown
Personality: Twisted
Size: Huge 8 (2-space)
Life:8
Move:5
Range:4
Attack:4
Defense:6
Specials: Stupid Pedestrians: Sweet Bot: At the beginning of the round, after placing order markers, you may roll the 20-sided die, if you roll a 1-5 you may not take any turns with Sweet Tooth this round, if you roll a 6-20 increase Sweet Tooth's move, range, attack, and defense by 1 this round and enable flying for Sweet Tooth. Flaming Head Special Attack: Range 10. Attack 8. Flaming Head Special Attack may only be used if in Sweet Bot mode. Flaming Head Special Attack can only be used once per round. Sweet Tooth does not need a clear line of sight on the defending figure to use Flaming Head Special Attack. If you do not have a clear line of sight first roll the 20-sided die. If you roll a 1-5 Sweet Tooth may not attack this turn.
Points: 320
Minion
Spoiler Alert!
General:Calypso
Planet:Hell
Species: Demon
Type:Unique Hero
Class:Minion
Personality:Vengeful
Size:Huge 9 (2-space)
Life:8
Move:6
Range:6
Attack:3
Defense:10
Specials: Stupid Pedestrians: Quadruple Attack: When you attack with Minion you may attack three additional times. Freeze Missile: If Minion uses all four attacks on the same figure roll the 20-sided die. If you roll a 1-5 Minion may not take any turns for the remainder of this round, if you roll a 6-20 remove any order markers from the defending figure's army card. Lava Resistant: Minion never rolls for molten lava damage or lava field damage and does not have to stop in molten lava spaces.
Points: 400
(just letting everyone know, Minion does need to be this OP, he is a boss in every game he is in, so sorry if you find him to be ridiculous)
Mr. Grimm
Spoiler Alert!
General: Calypso
Planet: Earth
Species: Undead
Type: Unique Hero
Class: Collector
Personality: Ravenous
Size: Medium 5 (one-space)
Life: 3
Move: 8
Range: 4
Attack: 4
Defense: 2
Specials: Motorcycle Evasion: Before rolling defense dice against a normal attack from a non-adjacent opponent's attack, roll the 20-sided die. If you roll a 1 Mr. Grimm rolls no defense dice for this attack, if you roll a 2-15 roll defense dice normally, and if you roll a 16 or higher immediately move Mr. Grimm up to five spaces. Mr. Grimm will not take any leaving engagement attacks when moved by Motorcycle Evasion. Screaming Soul: Range 10. Attack 10. Screaming Soul attacks the closest figure in one straight line from Mr. Grimm. Before rolling attack dice, roll the 20-sided die. If you roll a 1-11 Mr. Grimm cannot attack this turn. Add 4 to your roll if the targeted figure is large or huge.
Points: 80
Axel
Spoiler Alert!
General: Calypso
Planet: Earth
Species: Human
Type: Unique Hero
Class: Prisoner
Personality: Tormented
Size: Large 7 (2-space)
Life: 5
Move: 5
Range: 4
Attack: 4
Defense: 6
Specials: Stupid Pedestrians: Encasement Rage: Always add 5 to Axel's roll for Stupid Pedestrians. Supernova Shockwave Special Attack: Range 1. Attack 4. Instead of attacking normally Axel may use Supernova Shockwave Special Attack. Axel may attack all adjacent figures, roll attack dice once for all figures. Immediately place any figure that received at lease one wound on any unoccupied space within 3 clear sight spaces of Axel. The space must be no more than 3 levels above the figure's current location. Figures moved by Supernova Shockwave Special Attack never receive any leaving engagement attacks. Non-flying figures will receive any falling damage that may apply.
Points: 175
Darkside
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General: Calypso
Planet: Hell
Species: Demon
Type: Unique Hero
Class: Minion
Personality: Mysterious
Size: Huge 12 (2-space)
Life: 6
Move: 4
Range: 5
Attack: 3
Defense: 9
Specials: Stupid Pedestrians: Power Ram: If Stupid Pedestrians does not destroy the figure, Darkside's movement does not end, instead move the targeted figure to any space within one clear sight space. This space may not be any higher level than the current space. A figure moved by Power Ram never takes any leaving engagement attacks. A figure moved by Power Ram will take any falling damage applicable. Then move Darkside onto the space that figure occupied. Darkside may not use Stupid Pedestrians on the same figure any more than once per turn.
Points: 210
Shadow
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General: Calypso
Planet: Earth
Species: Undead
Type: Unique Hero
Class: Mortician
Personality: Tormented
Size: Large 5 (2-space)
Life: 4
Move: 5
Range: 6
Attack: 3
Defense: 5
Specials: Stupid Pedestrians: Soul Shadow Special Attack: Attack 4. Range 4. Instead of attacking normally, Shadow may use Soul Shadow Special Attack. Choose a space within 4 spaces no more than 5 spaces above Shadow’s base to target. All figures on that space or a space within one clear sight space that is no more than 2 levels above or below the targeted space are affected by Soul Shadow Special Attack. Shadow does not need a clear line of sight to the space you choose. Roll attack dice separately for all figures. Shadow cannot be affected by Soul Shadow Special Attack.
Points: 140
Roadkill
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General: Calypso
Planet: Earth
Species: Human
Type: Unique Hero
Class: Vagrant
Personality: Tormented
Size: Large 4 (2-space)
Life: 4
Move: 7
Range: 6
Attack: 3
Defense: 6
Specials: Stupid Pedestrians: Double Attack Blood Missile Special Attack: Range 6. Attack Special. Instead of attacking normally Roadkill may use Blood Missile Special Attack. Roll the 20-sided die, if you roll a 1 Roadkill receives one wound. If you roll a 2-8 roll two attack dice. If you roll a 9-15 roll three attack dice. If you roll a 16-19 roll again. If you roll a 20 roll 4 attack dice. On the second roll if you roll a 1 Roadkill receives one wound. If you roll a 2-15 roll 4 attack dice. If you roll a 16-19 roll 5 attack dice. And if you roll a 20 roll 6 attack dice.
Points: 170
Outlaw
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General: Calypso
Planet: Earth
Species: Human
Type: Unique Hero
Class: Officer
Personality: Resolute
Size: Large 4 (2-space)
Life: 4
Move: 6
Range: 5
Attack: 5
Defense: 5
Specials: Stupid Pedestrians: Omni-Taser Special Attack: Range 3. Attack 5. Instead of attacking normally Outlaw may use Omni-Taser Special Attack. Outlaw must attack the two closest figures within range if possible. If there are more than two enemies the same distance away within range you may choose two of them to target. If you deal at least one wound you must move the wounded figure to any space within three clear sight spaces that is further from Outlaw than the figure is currently on. Figures moved by Omni-Taser Special attack never take any leaving engagement attacks. Figures moved by Omni-Taser Special Attack will take any falling damage applicable.
Points: 150
Warthog
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General: Calypso
Planet: Earth
Species: Human
Type: Unique Hero
Class: Captain
Personality: Disciplined
Size: Huge 8 (2-space)
Life: 5
Move: 4
Range: 4
Attack: 3
Defense: 9
Specials: Stupid Pedestrians: Flamethrower Special Attack: Range Special. Attack 3. Instead of attacking normally this turn Warthog may use Flamethrower Special Attack. Choose three spaces in a straight line from Warthog. All figures on those spaces who are in a clear line of sight from Warthog and no more that 2 spaces above or below Warthog's base are affected by Warthog's Flamethrower Special Attack. Roll attack dice once for all affected figures. Any figures who received at least one wound must roll the twenty sided die, if they roll a 1-10 they receive two more wounds from fire damage. Any figure that is Lava Resistant is not affected by Flamethrower Special Attack and any figure in water does not have to roll for fire damage.
Points: 185
Thumper
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General: Calypso
Planet: Earth
Species: Human
Type: Unique Hero
Class: Gangster
Personality: Vengeful
Size: Large 5 (2-space)
Life: 4
Move: 6
Range: 6
Attack: 3
Defense: 6
Specials: Stupid Pedestrians: Sonic Blast Special Attack: Range 3. Attack 6. Choose three spaces in a straight line from Thumper. All figures on those three spaces and no more than one space higher or lower from Thumper's base are affected by Sonic Blast Special Attack. Roll attack dice once for all figures. Immediately move any figures that received a wound to any empty space within 3 clear sight spaces of its current location. The space must be on the same level as or lower than its current location. Figures moved by Sonic Blast Special Attack never take any leaving engagement attacks. Figures moved by Sonic Blast Special Attack will take any falling damage that applies.
Points: 150
Spectre
Spoiler Alert!
General: Calypso
Planet: Earth
Species: Undead
Type: Unique Hero
Class: Spirit
Personality: Tormented
Size: Large 4
Life: 5
Move: 7
Range: 9
Attack: 2
Defense: 3
Specials: Stupid Pedestrians: Ghost Missile Special Attack: Attack 1. Ghost Missile Special Attack must target the closest opponent's figure, no clear line of sight needed. If a figure has only one life remaining they cannot roll any defense dice.
Points: 160
Auger
Spoiler Alert!
General: Calypso
Planet: Earth
Species: Human
Type: Unique Hero
Class: Builder
Personality: Egomaniacal
Size: Huge 13
Life: 4
Move: 3
Range: 5
Attack: 3
Defense: 8
Specials: Stupid Pedestrians: Drill Special Attack: Range 1. Attack 5. If the defending figure receives at least one wound from Drill Special Attack move it to any empty space within three clear sight spaces of its current location. The space must be on the same level as or lower than its current location. A figure moved by Drill Special Attack never takes any leaving engagement attacks. A figure moved by Drill Special Attack will take any falling damage that may apply.
Points: 130
Needles Kane
Spoiler Alert!
General: Calypso
Planet: Earth
Species: Human
Type: Unique Hero
Class: Clown
Personality: Twisted
Size: Medium 5
Life: 1
Move: 6
Range: 1
Attack: 6
Defense: 5
Specials: I Scream You Scream: Needles Kange starts the game with three Ice Cream markers on this card. Whenever wound markers would be placed on this card, instead remove one Ice Cream marker per wound. Whenever Needles inflicts a wound on a figure, place an Ice Cream marker on this card. Needles may not have more than 5 Ice Cream markers on this card at any one time. Thirst for Blood: When attacking a human, Needles adds 1 automatic skull to whatever is rolled and may attack that figure on additional time. If Needles destroys a Human add two Ice Cream markers to this card if possible. Ringleader: After revealing an order marker on this card, you may take a turn with one other clown you control before taking a turn with Needles. If a clown attacks an opposing figure adjacent to Needles Kane add 3 to the number of attack dice rolled.
Points: 150
Random Evil:
Spoiler Alert!
Pennywise the Dancing Clown
Spoiler Alert!
General: Utgar
Species: Demon
Type: Unique Hero
Class: Clown
Personality: Terrifying
Size: Medium 6
Life: 7
Move: 6
Range: 1
Attack: 7
Defense: 4
Specials: Deathlights: When Pennywise the Dancing Clown is destroyed, you must roll the 20-sided die for all figures whom have a clear line of sight to Pennywise the Dancing Clown. If you roll a 1-5 destroy that figure. If you roll a 6-10 give that figure 2 wounds. If you roll an 11-19 give that figure 1 wound. If you roll a 20 that figure receives no wounds. Quick Regeneration: After moving and before attacking remove 1 wound marker from this army card. If Pennywise does not move or attack this turn you may remove 2 wound makers from this card. Mind Shackle 19: After moving and before attacking, you may choose any Unique figure adjacent to Pennywise the Dancing Clown. Roll the 20-sided die. If you roll 19 or 20, take control of the chosen figure and that figure’s Army Card. You now control that Army Card and all figures on it. Remove any Order Markers on this card. If Pennywise is destroyed, you retain control of any previously Mind Shackled Army Cards.
Points: 230
Trogdor the Burninator
Spoiler Alert!
General: Utgar
Species: Dragon
Type: Unique Hero
Class: Beast(?)
Personality: Terrifying(?)
Size: Huge 8
Life: 4
Move: 5
Range: 1
Attack: 3
Defense: 4
Specials: Squish:
While moving, Trogdor may choose an adjacent, same level, small or medium figure. If the figure only needs one wound to be destroyed, destroy it. If the figure has more than one life left roll the 20-sided die. If you roll a 16-20 the figure receives two wounds. If Squish doesn't deal a wound Trogdor receives one wound. If Squish destroys a figure move Trogdor on the occupied space and Trogdor may continue his movement. Burninate:
When Trogdor destroys a figure, place it on this card. When there are two or more figures on this card you may remove two of them and change Trogdor's stats to Move: 6 Range: 5 Attack: 4 Defense: 6 for the remainder of the round.
Points: 120(?)
Ratchet & Clank:
Spoiler Alert!
Ratchet
Spoiler Alert!
General: Vydar
Species: Lombax
Type: Unique Hero
Class: Commando
Personality: Disciplined
Size: Medium 4
Life: 5
Move: 7
Range: 6
Attack: 3
Defense: 4
Specials: Wrench Special Attack: Range 1. Attack 6. Instead of attacking normally Ratchet may use Wrench Special Attack. If Ratchet did not move this turn, or ended his movement after dropping two or more levels down you may roll the 20-sided die before using Wrench Special Attack. If you roll a 1 Ratchet may not attack this turn. If you roll a 2-5 roll 2 attack dice. If you roll a 6-15 continue with Wrench Special Attack normally. If you roll a 16-19 roll 8 attack dice. And if you roll a 20 roll with 6 attack dice and all skulls rolled count for one additional skull. Heli-Pack: If Ratchet begins his movement adjacent to Clank you may ignore any elevation when counting movement this turn up to 3 high and any below Ratchet’s base. After moving with Heli-Pack place Clank on any adjacent space to Ratchet. Figures moved by Heli-Pack will take any leaving engagement attacks.
Points: 140
Clank
Spoiler Alert!
General: Vydar
Species: Soulborg
Type: Unique Hero
Class: Agent
Personality: Disciplined
Size: Small 2
Life: 3
Move: 4
Range: 1
Attack: 2
Defense: 3
Specials: Computer Knowledge: Before or after moving with Clank you may remove 1 wound from any adjacent friendly Soulborg. You may roll the 20-sided die. If you roll a 1-5 both Clank and the Soulborg receive 1 wound. If you roll a 6-10 do nothing. If you roll an 11-15 remove one wound from both the Soulborg and Clank. And if you roll a 16-20 remove all wounds from both the Soulborg and Clank. Sentience: After revealing an order marker on this card, you may first take a turn with any common Soulborg squad you control. Any figures you move with this turn must start within 5 clear sight spaces of Clank. Thruster Pack: When a medium friendly figure adjacent to Clank moves non-adjacent to Clank you may move up to three additional spaces this turn. At the end of that figures movement place Clank on an adjacent space to that figure. Figures moved by Thruster-Pack do not take any leaving engagement attacks. Aren't You the Sidekick?: Enemy figure may not target Clank if they could instead target a medium, large, or huge Unique Hero. Heli-Pack Hover: Clank never rolls for falling, major falling, or extreme falling damage.
Points: 80
Captain Qwark
Spoiler Alert!
General: Vydar
Species: Human
Type: Unique Hero
Class: President
Personality: Cowardly
Size: Huge 8
Life: 4
Move: 4
Range: 1
Attack: 5
Defense: 2
Specials: Blaster Special Attack:
Range 5. Attack 2.
If Captain Qwark did not move this turn he may attack on additional time with Blaster Special Attack. Take Credit:
If an opposing figure adjacent to Captain Qwark is destroyed by a figure other than Captain Qwark roll the 20-sided die. If you roll an 11-20 remove one wound from this army card. If the attacking figure is adjacent to Captain Qwark subtract 3 from your roll. Monkey Bonding:
After revealing an order marker on this card you may first take a turn with up to two monkey heroes or squads you control. Any figures moving due to Monkey Bonding must begin their movement within 5 clear sight spaces of Captain Qwark.
Points: 90
Skrunch
Spoiler Alert!
General: Vydar
Species: Monkey
Type: Unique Hero
Class: Vice President
Personality: Wild
Size: Small 3
Life: 3
Move: 6
Range: 1
Attack: 3
Defense: 2
Specials: Stealth Dodge:
When Skruch rolls defense dice against an attacking figure who is not adjacent, one shield will block all damage. Presidential Partnership:
At the start of the game choose a Unique Human Hero you control to be Skrunch's President. Whenever Skrunch's President attacks a figure within 5 spaces of Skrunch you must move Skrunch adjacent to the defending figure if possible. When Skrunch's President attacks an adjacent figure to Skrunch add 2 to their attack roll. When moved by Presidential Partnership Skrunch will take an leaving engagement attacks.
Points: 45
Scoutbots
Spoiler Alert!
General: Utgar or Vydar (they are bad in the game but Vydar makes sense)
Species: Soulborg
Type: Common Squad (4 figures)
Class: Scouts
Personality: Mindless
Size: Small 3
Life: 1
Move: 6
Range: 1
Attack: 3
Defense: 1
Specials: Soulborg Hero Bonding:
Before taking a turn with Scoutbots you may first take a turn with any Soulborg Hero you control. Hover:
Soutbots never take falling damage, never have to stop when moving over water, and may ignore any terrain level changes of one when moving or defending. Scatter:
After a Scoutbot you control rolls defense dice against a normal attack from an opponent’s figure, you may move any 2 Scoutbots you control up to 4 spaces each.
Points: 50
(with the eye I might make one of them green, one yellow, and two red since these are the colours they can be in the game)
Large Amoeboid
Spoiler Alert!
General: Utgar
Species: Amoeboid
Type: Common Hero
Class: Divider
Personality: Wild
Size: Medium 6
Defense: 3
Specials: Medium Amoeboid Split:
When a Large Amoeboid is destroyed, immediately place two previously destroyed or not yet placed Medium Amoeboids you control on or one space away from the space the Large Amoeboid was destroyed on and no more than 2 levels above or bellow the space. Bleh Special Attack:
Range 2. Attack 2.
Choose one figure to attack. All figures adjacent to the chosen figure are also affected by Bleh Special Attack. Roll attack dice once for all affected figures. Bleh never affects Amoeboids. Slimy Swarm:
When taking a turn with a Large Amoeboid you may take a turn with up to two other Amoeboid figures you control.
Points: 35
Medium Amoeboid
Spoiler Alert!
General: Utgar
Species: Amoeboid
Type: Common Hero
Class: Divider
Personality: Wild
Size: Medium 5
Life: 1
Move: 5
Range: 1
Attack: 3
Defense: 2
Specials: Small Amoeboid Split:
When a Medium Amoeboid is destroyed, immediately place two previously destroyed or not yet placed Small Amoeboids you control on or one space away from the space the Medium Amoeboid was destroyed on and no more than 2 levels above or bellow the space. Bleh Special Attack:
Range 2. Attack 2.
Choose one figure to attack. All figures adjacent to the chosen figure are also affected by Bleh Special Attack. Roll attack dice once for all affected figures. Bleh never affects Amoeboids. Slimy Swarm:
When taking a turn with a Medium Amoeboid you may take a turn with up to two other Amoeboid figures you control.
Points: 25
Small Amoeboid
Spoiler Alert!
General: Utgar
Species: Amoeboid
Type: Common Hero
Class: Divider
Personality: Wild
Size: Small 2
Life: 1
Move: 5
Range: 1
Attack: 2
Defense: 1
Specials: Slimy Swarm:
When taking a turn with a Small Amoeboid you may take a turn with up to two other Amoeboid figures you control. Splat:
When a Small Amoeboid is destroyed roll the 20-sided die. If you roll a 16 or more roll one attack die for each figure that was adjacent to the destroyed Amoeboid. If you roll a skull for an adjacent figure they receive one wound. Splat never affects Amoeboids.
Points: 15
Dr. Nefarious
Spoiler Alert!
General: Utgar or Vydar (again not sure)
Species: Soulborg
Type: Unique Hero
Class: Warlord
Personality: Vengeful
Size: Medium 5-6
Life: 4
Move: 5
Range: 5
Attack: 3
Defense: 4
Specials: Biobliterator:
Dr. Nefarious starts the game with five silver Robo-Markers on this card. After moving and before attacking choose a figure within 5 clear sight spaces of Dr. Nefarious. Roll the 20-sided die. If you roll a 15 or higher place one silver Robo-Marker on that figures army card. All figures belonging to that army card can be counted as Soulborgs for the rest of the game. Add 1 to the attack and defense value of any card with a silver Robo-Marker on it. Kill the Squishies!
Instead of taking a turn with Dr. Nefarious you may take a turn with any Soulborg on the battlefield. If that figure attacks a figure that is not a Soulborg add 2 to its attack. If the figure belongs to an opponent all order markers will remain on the card and control returns to the opponent after using Kill the Squishies!
Points: 110
Marching Band:
Spoiler Alert!
Senior Drum Major
Spoiler Alert!
General: Einar
Species: Human
Type: Unique Hero
Class: Marcher
Personality: Precise
Size: Medium 5
Life: 4
Move: 5
Range: 1
Attack: 3
Defense: 2
Specials: Count-Off: If all of your order markers are on this card, you may each turn take a move with any marcher you control. After all three turns have been taken by all players, you may move with one more marcher you control. Vocal Command: *Instead of attacking this turn this Senior Drum Major may use Vocal Command. Roll the 20-sided die, if you roll a 1-5 nothing happens. If you roll a 6-10 you may take a turn with one marcher figure you control within 5 clear sight spaces of this Senior Drum Major. If you roll an 11-16 you may take a turn with up to two marchers you control within 5 clear sight spaces of this Senior Drum Major. And if you roll a 17-20 you may take a turn with up to three marchers you control within 7 clear sight spaces of this Senior Drum Major. You may not take a turn with any Senior Drum Majors or Junior Drum Majors using Vocal Command.
Points: 120
Junior Drum Major
Spoiler Alert!
General: Einar
Species: Human
Type: Common Hero
Class: Marcher
Personality: Disciplined
Size: Medium 4
Life: 1
Move: 5
Range: 1
Attack: 2
Defense: 3
Specials: Dragging Count Off: If all your order markers on this card, do not roll for initiative this roll, you will automatically go last this round. Each turn, you may take a turn with any marcher you control. Quiet Vocal Command: Instead of attacking this turn Junior Drum Major may use Quiet Vocal Command. Roll the 20-sided die, if you roll a 1-5 nothing happens. If you roll a 6-15 you may take a turn with one marcher figure you control within 5 clear sight spaces of this Junior Drum Major. If you roll a 16-19 you may take a turn with up to two marchers you control within 5 clear sight spaces of this Junior Drum Major. And if you roll a 20 you may take a turn with up to three marchers you control within 7 clear sight spaces of this Junior Drum Major. You may not take a turn with any Junior Drum Majors or Senior Drum Majors using Quiet Vocal Command. Follower: Whenever you take a turn with a Senior Drum Major, you may take a turn with a Junior Drum Major you control. Any Junior Drum Major you move using Follower must end within 4 clear sight spaces of the Senior Drum Major you took a turn with.
Points: 30
Contrabass Bugle
Spoiler Alert!
General: Einar
Species: Human
Type: Uncommon Hero
Class: Marcher
Personality: Epic
Size: Medium 5
Life: 5
Move: 4
Range: 4
Attack: 5
Defense: 5
Specials: Contra Slam Special Attack: Range 1. Attack 7. Instead of attacking normally this Contrabass Bugle may use Contra Slam Special Attack. If Contrabass Bugle has a height advantage and/or is attacking a figure with a height of 4 or less, each skull rolled counts as one addition skull. Blastissimo Special Attack: Range 5. Attack Special. Instead of attacking normally this Contrabass Bugle may use Blastissimo Special Attack. For all figures in a range of 3-5 spaces roll 3 attack dice once. For all figures within 2 spaces roll 4 attack dice once. For all adjacent figures roll 7 attack dice once. Remove any order markers for all adjacent figures wounded by Blastissimo Special Attack. Tuba Toughness: This Contrabass Bugle takes no damage from any Blastissimo Special Attack and may be counted as a large figure for any special powers if the player in control of this Contrabass Bugle chooses.
Points: 190
Sousaphone
Spoiler Alert!
General: Einar
Species: Human
Type: Uncommon Hero
Class: Marcher
Personality: Confident
Size: Medium 5
Life: 4
Move: 5
Range: 4
Attack: 3
Defense: 6
Specials: Blastissimo Special Attack: Range 5. Attack Special. Instead of attacking normally this Sousaphone may use Blastissimo Special Attack. For all figures in a range of 3-5 spaces roll 3 attack dice once. For all figures within 2 spaces roll 4 attack dice once. For all adjacent figures roll 7 attack dice once. Remove any order markers for all adjacent figures wounded by Blastissimo Special Attack. Tuba Toughness: This Sousaphone takes no damage from any Blastissimo Special Attack and may be counted as a large figure for any special powers if the player in control of this Sousaphone chooses. Sousa Smack Special Attack: Range 1. Attack 5. Instead of attacking normally this Sousaphone may use Sousa Smack Special Attack. Role two extra attack dice if this figure has a height advantage or if the defending figure is small. Sousa Smack Special Attack may attack with no more than 7 attack dice.
Points: 180
Trombone Section Leader
Spoiler Alert!
General: Einar
Species: Human
Type: Unique Hero
Class: Marcher
Personality: Disciplined
Size: Medium 5
Life: 3
Move: 5
Range: 3
Attack: 4
Defense: 2
Specials: Trombones, Grab Your $h1t! (it's an inside joke btw)
After Taking a turn with Trombone Section Leader you may move with up to 3 Trombone Section Members you control. Responsibility:
All Trombone Section Members or Female Trombone Players adjacent to Trombone Section Leader roll two less attack dice.
Points: 75
Trombone Section Members
Spoiler Alert!
General: Einar
Species: Human
Type: Common Squad (3 figures)
Class: Marcher
Personality: Wild
Size: Medium 4
Life: 1
Move: 5
Range: 3
Attack: 4
Defense: 3
Specials: (wording help would be nice, thanks) Trombone Circle Special Attack: Range 1. Attack 6 + Special.
Instead of attacking normally Trombone Section Members may use Trombone Circle Special Attack. There must be at least three Trombone Section Members you control adjacent to the targeted figure to use Trombone Circle Special Attack. For each Trombone Section Member you control adjacent to the defending figure roll two more attack dice. You may not attack with more that 12 attack dice using Trombone Circle Special Attack. Blast Special Attack: Range 5. Attack 8.
Instead of attacking normally Trombone Section Members may use Blast Special Attack. There must be three Trombone Section Members adjacent to each other to use Blast Special Attack. All figures within 5 spaces of all three adjacent Trombone Section Members are effected by Blast Special Attack. Roll attack dice once for all effected figures. Blast Special Attack may only be used once per turn. Blast Special Attack may not be used if the Trombone Section Leader is within range.
Points: 120
Female Trombone Player
Spoiler Alert!
General: Einar
Species: Human
Type: Uncommon Hero
Class: Marcher
Personality: Rebellious
Size: Medium 4
Life: 3
Move: 5
Range: 3
Attack: 4
Defense: 3
Specials: Trombone Protection:
If this Female Trombone Player would receive enough wounds to be destroyed you may instead destroy an adjacent Trombone Section Member. Those Exist?
After taking a turn with this Female Trombone Player you may move up to 3 Trombone Section Members you control up to 4 spaces each. Trombone Slide Strike:
When attacking an adjacent figure roll one extra attack die.
Points: 90
Trumpet Section Leader
Spoiler Alert!
General: Einar
Species: Human
Type: Unique Hero
Class: Marcher
Personality: Egomaniacal
Size: Medium 5
Life: 3
Move: 6
Range: 5
Attack: 4
Defense: 3
Specials: C Sharp
Before attacking with Trumpet Section Leader you may roll the 20-sided die. If you roll a 1-3 Trumpet Section Leader cannot attack this turn. If you roll a 4-13 attack normally. If you roll a 14-17 roll one more attack die this turn. If you roll an 18-20 all skulls rolled count for one additional hit. Reveille 4
Add 4 to your roll for initiative.
Points: 90
Trumpet Section Members
Spoiler Alert!
General: Einar
Species: Human
Type: Common Squad (4 figures)
Class: Marcher
Personality: Confident
Size: Medium 4
Life: 1
Move: 6
Range: 5
Attack: 2
Defense: 2
Specials: Intunation:
If more than one Trumpet Section Member attacks the same figure this turn, each Trumpet Section Member after the first adds one die to their attack. Reveille
For every Trumpet Section Member you control on the battlefield add one to your initiative roll.
Points: 80
(for any brass players, yes I know those aren't all trumpets, but y'all get the point)
Baritone Saxophone
Spoiler Alert!
General: Einar
Species: Human
Type: Uncommon Hero
Class: Marcher
Personality: Arrogant
Size: Medium 4
Life: 4
Move: 4
Range: 3
Attack: 3
Defense: 3
Specials: Jazz Run
If this Baritone Saxophone does not attack this turn they may move four extra spaces this turn. Sax Bash
When attacking an adjacent figure you may add 2 to this Baritone Saxophone's attack roll. If you add 2 to this attack roll place one wound marker on this card.
Points: 80
Soprano Saxophone
Spoiler Alert!
General: Einar
Species: Human
Type: Uncommon Hero
Class: Marcher
Personality: Relentless
Size: Medium 4
Life: 3
Move: 7
Range: 6
Attack: 5
Defense: 1
Specials: Kenny G. Spirit
If this Soprano Saxophone rolls all skulls when attacking each skull rolled counts as one additional hit. Saxophone Scoop
Instead of attacking normally this Soprano Saxophone may attack twice. The first attack rolling 2 defense dice and the second with an attack 3. This Soprano Saxophone may attack the same or different figures with the two attacks. Piercing Sound
No clear line of sight is needed for this Soprano Saxophone to attack.
Points: 75
Sax Section Members
Spoiler Alert!
General: Einar
Species: Human
Type: Common Squad (4 figures)
Class: Marchers
Personal: Loyal
Size: Medium 4
Life: 1
Move: 6
Range: 4
Attack: 3
Defense: 2
Specials: Octave Key
Before attacking with a Sax Section Member you may roll the 20-sided die. If you roll a 1 destroy that Sax Section Member. If you roll a 2-15 attack normally. If you roll a 16-20 roll with two extra attack dice and attack two figures within range. Roll attack once for all defending figures.
Points: 80
Clarinet Section Members
Spoiler Alert!
General: Einar
Species: Human
Type: Common Squad (4 figures)
Class: Marchers
Personality: Precise
Size: Medium 4
Life: 1
Move: 6
Range: 6
Attack: 2
Defense: 1
Specials: Squawk
Before attacking with a Clarinet Section Member you must roll the 20-sided die. If you roll a 1-5 that Clarinet Section Member cannot attack this turn. If you roll a 6-15 that Clarinet Section Member can attack normally this turn. If you roll a 16-20 all skulls rolled count as one additional hit for that Clarinet Section Member's attack.
Points: 75
Bass Clarinet
Spoiler Alert!
General: Einar
Species: Human
Type: Uncommon Hero
Class: Marcher
Personality: Wild
Size: Medium 5
Life: 4
Move: 5
Range: 3
Attack: 3
Defense: 2
Specials: Go Out With a Boom
If this Bass Clarinet needs one wound to be destroyed you may use Go Out With a Boom instead of attacking normally. Roll the 20-sided die. If you roll a 1 destroy this figure. If you roll a 2-12 attack up all figures within 2 spaces, roll attack dice once for all figures, then destroy this figure. If you roll a 13-19 every opponents' figure within 3 spaces receives one wound and this figure is destroyed. If you roll a 20 all figures within 3 spaces receive 2 wounds and all wounds are removed from this army card.
Points: 90
Piccolo Player
Spoiler Alert!
General: Einar
Species: Human
Type: Unique Hero
Class: Marcher
Personality: Precise
Size: Medium 4
Life: 3
Move: 6
Range: 6
Attack: 3
Defense: 1
Specials: Ear Splitting
Opponent figures may not use any special powers when defending against Piccolo Player. Pitch
When attacking a large or huge figure add one to the attack value of this card. Quick Duck
Before rolling defense against a normal attack roll the 20-sided die. If you roll a 16-20 ignore any wounds Piccolo Player would receive this turn.
Points: 70
Flute Section Members
Spoiler Alert!
General: Einar
Species: Human
Type: Common Squad (4 figures)
Class: Marcher
Personality: Skittish
Size: Medium 4
Life: 1
Move: 6
Range: 5
Attack: 2
Defense: 2
Specials: Dramatic
When a figure leaves an engagement with a Flute Section Member roll the 20-sided die. If you roll a 1-2 destroy the Flute Section Member. If you roll a 3-15 roll for leaving engagement attack normally. If you roll a 16-19 destroy the Flute Section Member and the figure leaving the engagement. If you roll a 20 destroy the leaving figure.
Points: 75
Snare Drummer
Spoiler Alert!
General: Einar
Species: Human
Type: Uncommon Hero
Class: Marcher
Personality: Wild
Size: Medium 4
Life: 4
Move: 5
Range: 1
Attack: 4
Defense: 3
Specials: Rimshot Special Attack Range 3. Attack 3.
Instead of attacking normally this Snare Drummer may use Rimshot Special Attack. All figures in range are effected. Roll-Off
If this Snare Drummer did not attack this turn you may move with any Marchers you control within 5 spaces up to 4 spaces each. Percussion Hearing
This Snare Drummer is never effected by Rimshot Special Attack, Count-Off, or Dragging Count-Off.
Points: 85
Bass Drummer
Spoiler Alert!
General: Einar
Species: Human
Type: Uncommon Hero
Class: Marcher
Personality: Wild
Size: Medium 5
Life: 4
Move: 4
Range: 1
Attack: 5
Defense: 4
Specials: Keep Time
If this Bass Drummer revealed an order marker in the previous round and has at least one order marker this round add 5 to your initiative roll. Dominate
When a Marcher you control within 5 spaces of this Bass Drummer attacks a figure within 6 spaces of this Bass Drummer add 2 to the number of attack dice rolled. Percussion Hearing
This Bass Drummer is never effected by Rimshot Special Attack, Count-Off, or Dragging Count-Off.
Points: 80
Tenors Player
Spoiler Alert!
General: Einar
Species: Human
Type: Uncommon Hero
Class: Marcher
Personality: Wild
Size: Medium 5
Life: 4
Move: 4
Range: 1
Attack: 4
Defense: 4
Specials: Drum Cadence Special Attack Range 5. Attack special.
For every Cymbal Player, Bass Drummer, Snare Drummer, and Tenors Player within 5 spaces of the targeted figure roll 2 attack dice. Drum Cadence Special Attack may not roll more than 10 attack dice. Percussion Hearing
This Tenors Player is never effected by Rimshot Special Attack, Count-Off, or Dragging Count-Off.
Points: 90
Cymbals Player
Spoiler Alert!
General: Einar
Species: Human
Type: Uncommon Hero
Class: Marcher
Personality: Wild
Size: Medium 5
Life: 4
Move: 5
Range: 4
Attack: 3
Defense: 5
Specials: Cymbal Slice
When attacking adjacent figures add 3 to the attack value of this card. This Cymbal Player may attack all adjacent figures, roll attack dice once for all adjacent figures. Percussion Hearing
This Cybals Player is never effected by Rimshot Special Attack, Count-Off, or Dragging Count-Off.
Points: 80
Color Guard Captain
Spoiler Alert!
General: Einar
Species: Human
Type: Unique Hero
Class: Marcher
Personality: Disciplined
Size: Medium 5
Life: 3
Move: 7
Range: 1
Attack: 4
Defense: 2
Specials: Dance-Counting:
All Color Guard Members within 3 spaces of Color Guard Captain add 2 to their attack. All marchers that start their move within 3 spaces of Color Guard Captain subtract 2 from their move. Dance-Counting does not affect Color Guard Captain. Saber Toss:
Before attacking you may roll the 20-sided die. If you roll a 1 Color Guard Captain may not attacking this turn. If you roll a 2-7 this Color Guard Captain mat attack 1 adjacent figure this turn. If you roll an 8-13 this Color Guard Captain may attack 2 figures this turn. If you roll a 14-19 Color Guard Captain may attack 3 figures this turn. If you roll a 20 all figures adjacent to Color Guard Captain receive 2 wounds.
Points: 75
Color Guard Members
Spoiler Alert!
General: Einar
Species: Human
Type: Common Squad
Class: Marchers
Personality: Tricky
Size: Medium 4
Life: 1
Move: 6
Range: 1
Attack: 4
Defense: 2
Specials: Dramatic:
When a figure leaves an engagement with a Color Guard Member roll the 20-sided die. If you roll a 1-2 destroy the Color Guard Member. If you roll a 3-15 roll for leaving engagement attack normally. If you roll a 16-19 destroy the Color Guard Member and the figure leaving the engagement. If you roll a 20 destroy the leaving figure. Stealth Dodge:
When a Color Guard Member rolls defense dice against an attacking figure who is not adjacent, one shield will block all damage.
Points: 80
TimeSplitters:
Spoiler Alert!
Sergeant Cortez
Spoiler Alert!
UPDATED
General: Vydar
Species: Human
Type: Unique Hero
Class: Agent
Personality: Reckless
Size: Medium 5
Life: 4
Move: 5
Range: 5
Attack: 4
Defense: 3
Specials: Time to Split:
Instead of moving and attacking normally with Cortez you may move him to any empty space on the battlefield. You may not place him adjacent to any figures or on any glyph. When using Time to Split Cortez will not take any leaving engagement damage. After using Time to Split, Sergeant Cortez will have a range of 1 for the remainder of the round. Sergeant Cortez cannot use Time to Split if Wormhole is active this round. Wormhole:
After placing order markers and before rolling initiative, if any order markers are placed on this army card roll the 20-sided die. If you roll a 15-20 place a second Cortez figure within four spaces of Cortez. When taking turns with Cortez use the two as if they were a unique squad. Any wounds inflicted to either Cortez count against this army card. If either Cortez is destroyed both versions of Cortez are destroyed. At the end of the round remove the original Cortez from the battlefield.
Points: 120
Harry Tipper
Spoiler Alert!
General: Vydar
Species: Human
Type: Unique Hero
Class: Agent
Personality: Tricky
Size: Medium 5
Life: 3
Move: 6
Range: 5
Attack: 3
Defense: 3
Specials: Groovy, Spaceman:
After taking a turn with Harry Tipper you may move any other unique hero you control that follows Vydar up to four spaces. If the agent ends their movement adjacent to Harry Tipper you may immediately attack any figure within both the agent's and Harry's range with an attack of 5. Disguise:
When Harry Tipper destroys a figure you may place a blue disguise marker on this card. If Harry Tipper has a disguise marker on this card he cannot be attacked by any opponent's figure. Remove the disguise marker from this card if Harry Tipper attacks any other figure or moves into an engagement. Harry Tipper does not start the game with a disguise marker on this card.
Points: 90
Captain Ash
Spoiler Alert!
General: Jandar
Species: Human
Type: Unique Hero
Class: Soldier
Personality: Valiant
Size: Medium 5
Life: 3
Move: 5
Range: 4
Attack: 4
Defense: 3
Specials: Signal Flare:
When attacking you may add 3 to your attack. If you use Signal Flare any opponent my take a turn with two heroes and/or squads they control. All figures taking a turn with Signal Flare must start their movement within 6 spaces of Captain Ash. Dynamite:
When attacking an adjacent destructible object all skulls rolled count as one additional hit.
Points: 75
Deerhaunter
Spoiler Alert!
General: Utgar
Species: Undead
Type: Unique Hero
Class: Hunter
Personality: Terrifying
Size: Huge 7
Life: 4
Move: 6
Range: 1
Attack: 6
Defense: 2
Specials: Tough:
When rolling defense dice against a normal attack, Deerhaunter always adds one automatic shield to whatever is rolled. The Moose is Loose:
Deerhaunter does not start the game on the battlefield. At the start of each round, before you place Order Markers, roll the 20-sided die. If you roll a 13 or higher you must place Deerhaunter adjacent to an opponent's figure. The round you place Deerhaunter you must place at least one Order Marker on this card. Haunter's Revenge:
When Deerhaunter attacks a hunter, add 2 attack dice.
Points: 120
Brains
Spoiler Alert!
General: Utgar
Species: Undead
Type: Common Hero
Class: Savage
Personality: Mindless
Size: Small 3
Life: 1
Move: 5
Range: 1
Attack: 3
Defense: 2
Specials: Shotgun Special Attack:
Range 3. Attack 2.
Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by the Shotgun Special Attack. Brains only needs a clear sight shot at the chosen figure. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Brains cannot be affected by his own Shotgun Special Attack. Monkey:
For all special powers Brains' species can be counted as a Monkey. Climb x2:
When moving up or down levels of terrain, Brains may double his height.
Points: 20
Ninja Monkey
Spoiler Alert!
General: Einar
Species: Monkey
Type: Common Hero
Class: Ninja
Personality: Tricky
Size: Small 3
Life: 1
Move: 6
Range: 1
Attack: 3
Defense: 3
Specials: Stealth Dodge:
When Ninja Monkey rolls defense dice against an attacking figure who is not adjacent, one shield will block all damage. Disengage:
Ninja Monkey is never attacked when leaving an engagement. Climb x3:
When moving up or down levels of terrain, Ninja Monkey may triple his height. Monkey:
For all special powers Ninja Monkey's species may be counted as monkey.
Points: 20
Cyborg Chimp
Spoiler Alert!
General: Vydar
Species: Soulborg
Type: Common Hero
Class: Guard
Personality: Disciplined
Size: Small 3
Move: 4
Range: 4
Attack: 3
Defense: 2
Specials: Tough:
When rolling defense dice against a normal attack, Cyborg Chimp always adds one automatic shield to whatever is rolled. Climb x2:
When moving up or down levels of terrain, Cyborg Chimp may double his height. Electro-Arc: (needs help rewording big-time)
After attacking, Cyborg Chimp may attack another figure within 3 clear sight spaces of the first targeted figure if he did not receive a wound. Cyborg Chimp may continue to attack until he deals a wound. Cyborg Chimp cannot attack the same figure more than once using Electro-Arc. Roll attack dice separately for each figure. No attack after the first can receive a height advantage. Monkey:
For all special powers Cyborg Chimp's species may be counted as Monkey.
Points: 25
Killer Klowns from Outer Space:
Spoiler Alert!
Jojo the Klownzilla
Spoiler Alert!
General: Utgar
Species: Klown
Type: Unique Hero
Class: King (another good term for leader?)
Personality: Terrifying
Size: Huge 13 (2-space)
Life: 4
Move: 5
Range: 1
Attack: 6
Defense: 6
Specials: Klown Bonding:
After taking a turn with Jojo the Klownzilla you may first take a turn with any Klown you control. Klown Nose Weakness:
Jojo the Klownzilla rolls 1 less defense die against figures with a range of 2 or more, or huge figures. If Jojo receives at least one wound while Klown Nose Weakness is active Jojo receives one additional wound. Carry:
Before moving Jojo the Klownzilla, choose an unengaged friendly small or medium figure adjacent to Jojo. After you move Jojo, place the chosen figure adjacent to Jojo the Klownzilla.
Points: 170
Rudy the Killer Klown
Spoiler Alert!
General: Utgar
Species: Klown
Type: Unique Hero
Class: Clown
Personality: Tricky
Size: Medium 5
Life: 3
Move: 5
Range: 1
Attack: 4
Defense: 4
Specials: Storefront Dummy Disguise:
If there are no wound markers on this card and Rudy is not adjacent to any opponents figure, he may not be targeted by any normal or special attack. Krazy Straw:
When Rudy destroys an adjacent figure remove one wound marker from this army card. If the destroyed figure is human remove up to two wounds from this army card.
Points: 90
Jumbo the Killer Klown
Spoiler Alert!
General: Utgar
Species: Klown
Type: Unique Hero
Class: Clown
Personality: Tricky
Size: Medium 6
Life: 4
Move: 5
Range: 1
Attack: 3
Defense: 5
Specials: Lure and Mallet:
If an opponent's small or medium figure starts its movement within three clear sight spaces of Jumbo the Killer Klown roll the 20-sided die. If you roll an 12 or higher that figure must move adjacent to Jumbo if possible. If that figure moves adjacent to Jumbo it automatically receives one wound. Figures moved by Lure and Mallet will take all leaving engagement attacks that apply and may attack normally. Krazy Straw:
When Jumbo destroys an adjacent figure remove one wound marker from this army card. If the destroyed figure is human remove up to two wounds from this army card.
Points: 100
Spikey the Killer Klown
Spoiler Alert!
General: Utgar
Species: Klown
Type: Unique Hero
Class: Clown
Personality: Wild
Size: Medium 6
Life: 3
Move: 6
Range: 1
Attack: 4
Defense: 3
Specials: Balloon Blood-Hound:
If Spikey the Killer Klown inflicts at least one wound with a leaving engagement attack, you may immediately move Spikey and one clown you control adjacent to the disengaging figure. Any figures moved by Ballon Blood-Hound must begin their movement adjacent to Spikey the Killer Klown. Krazy Straw:
When Spikey destroys an adjacent figure remove one wound marker from this army card. If the destroyed figure is human remove up to two wounds from this army card.
Points: 70
Shorty the Killer Klown
Spoiler Alert!
General: Utgar
Species: Klown
Type: Unique Hero
Class: Clown
Personality: Tricky
Size: Small 3
Life: 3
Move: 6
Range: 1
Attack: 3
Defense: 3
Specials: Decapitating Punch:
If Shorty the Killer Klown rolls a skull on ever attack die, change the defense value on the defending figure's card to one for the remainder of this attack. Krazy Straw:
When Shorty destroys an adjacent figure remove one wound marker from this army card. If the destroyed figure is human remove up to two wounds from this army card. Stealth Dodge:
When Shorty the Killer Klown rolls defense dice against an attacking figure who is not adjacent, one shield will block all damage.
Points: 60
Miscellaneous
Spoiler Alert!
Symbols-
Spoiler Alert!
Stupid Pedestrians:
Spoiler Alert!
At any point while moving, a figure with this symbol on their card may choose a small or medium figure on an adjacent, same level space, that the figure with this symbol could end their movement on. If the figure has one life roll the 20-sided die. If you roll a 6-20 destroy that figure and move the figure with this symbol onto the space the destroyed figure occupied. If the figure has 2 or more lives roll the 20-sided die. If you roll a 1-5 the figure with this symbol receives one wound and their movement ends, if you roll a 6-10 the figure with this symbol's movement ends, and if you roll an 11-20 that figure receives one wound. If the figure is destroyed move the figure with this symbol on their card onto the space the destroyed figure occupied. A figure must be on a space they could end their movement on to use this power.
Last edited by Dr.Goomonkey; February 27th, 2017 at 02:58 AM.
Reason: Gotta bring back the twistedness, right?
Sweet Tooth
General: Calypso
Planet: Earth
Species: Human
Type: Unique Hero
Class: Clown
Personality: Twisted
Size: Huge 8 (2-space)
Life:8
Move:5
Range:4
Attack:4
Defense:6
Specials: Stupid Pedestrians: Sweet Bot: At the beginning of the round, after placing order markers, you may roll the 20-sided die, if you roll a 1-5 you may not take any turns with Sweet Tooth this round, if you roll a 6-20 increase Sweet Tooth's move, range, attack, and defense by 1 this round and enable flying for Sweet Tooth. Flaming Head Special Attack: Range 10. Attack 8. Flaming Head Special Attack may only be used if in Sweet Bot mode. Flaming Head Special Attack can only be used once per round. Sweet Tooth does not need a clear line of sight on the defending figure to use Flaming Head Special Attack. If you do not have a clear line of sight first roll the 20-sided die. If you roll a 1-5 Sweet Tooth may not attack this turn.
Points: 320
Last edited by Dr.Goomonkey; December 23rd, 2013 at 09:45 PM.
Minion
General:Calypso
Planet:Hell
Species: Demon
Type:Unique Hero
Class:Minion
Personality:Vengeful
Size:Huge 9 (2-space)
Life:8
Move:6
Range:6
Attack:3
Defense:10
Specials: Stupid Pedestrians: Quadruple Attack: When you attack with Minion you may attack three additional times. Freeze Missile: If Minion uses all four attacks on the same figure roll the 20-sided die. If you roll a 1-5 Minion may not take any turns for the remainder of this round, if you roll a 6-20 remove any order markers from the defending figure's army card. Lava Resistant: Minion never rolls for molten lava damage or lava field damage and does not have to stop in molten lava spaces.
Points: 400
(just letting everyone know, Minion does need to be this OP, he is a boss in every game he is in, so sorry if you find him to be ridiculous)
Last edited by Dr.Goomonkey; December 22nd, 2013 at 01:35 AM.
Mr. Grimm
General: Calypso
Planet: Earth
Species: Undead
Type: Unique Hero
Class: Collector
Personality: Ravenous
Size: Medium 5 (one-space)
Life: 3
Move: 8
Range: 4
Attack: 4
Defense: 2
Specials: Motorcycle Evasion: Before rolling defense dice against a normal attack from a non-adjacent opponent's attack, roll the 20-sided die. If you roll a 1 Mr. Grimm rolls no defense dice for this attack, if you roll a 2-15 roll defense dice normally, and if you roll a 16 or higher immediately move Mr. Grimm up to five spaces. Mr. Grimm will not take any leaving engagement attacks when moved by Motorcycle Evasion. Screaming Soul: Range 10. Attack 10. Screaming Soul attacks the closest figure in one straight line from Mr. Grimm. Before rolling attack dice, roll the 20-sided die. If you roll a 1-11 Mr. Grimm cannot attack this turn. Add 4 to your roll if the targeted figure is large or huge.
Points: 80
Last edited by Dr.Goomonkey; December 23rd, 2013 at 09:11 PM.
Axel
General: Calypso
Planet: Earth
Species: Human
Type: Unique Hero
Class: Prisoner
Personality: Tormented
Size: Large 7 (2-space)
Life: 5
Move: 5
Range: 4
Attack: 4
Defense: 6
Specials: Stupid Pedestrians: Encasement Rage: Always add 5 to Axel's roll for Stupid Pedestrians. Supernova Shockwave Special Attack: Range 1. Attack 4. Instead of attacking normally Axel may use Supernova Shockwave Special Attack. Axel may attack all adjacent figures, roll attack dice once for all figures. Immediately place any figure that received at lease one wound on any unoccupied space within 3 clear sight spaces of Axel. The space must be no more than 3 levels above the figure's current location. Figures moved by Supernova Shockwave Special Attack never receive any leaving engagement attacks. Non-flying figures will receive any falling damage that may apply.
Points: 175
Last edited by Dr.Goomonkey; December 22nd, 2013 at 02:11 AM.
Darkside
General: Calypso
Planet: Hell
Species: Demon
Type: Unique Hero
Class: Minion
Personality: Mysterious
Size: Huge 12 (2-space)
Life: 6
Move: 4
Range: 5
Attack: 3
Defense: 9
Specials: Stupid Pedestrians: Power Ram: If Stupid Pedestrians does not destroy the figure, Darkside's movement does not end, instead move the targeted figure to any space within one clear sight space. This space may not be any higher level than the current space. A figure moved by Power Ram never takes any leaving engagement attacks. A figure moved by Power Ram will take any falling damage applicable. Then move Darkside onto the space that figure occupied. Darkside may not use Stupid Pedestrians on the same figure any more than once per turn.
Points: 210
Last edited by Dr.Goomonkey; December 23rd, 2013 at 09:24 PM.
Shadow
General: Calypso
Planet: Earth
Species: Undead
Type: Unique Hero
Class: Mortician
Personality: Tormented
Size: Large 5 (2-space)
Life: 4
Move: 5
Range: 6
Attack: 3
Defense: 5
Specials: Stupid Pedestrians: Soul Shadow Special Attack: Attack 4. Range 4. Instead of attacking normally, Shadow may use Soul Shadow Special Attack. Choose a space within 4 spaces no more than 5 spaces above Shadow’s base to target. All figures on that space or a space within one clear sight space that is no more than 2 levels above or below the targeted space are affected by Soul Shadow Special Attack. Shadow does not need a clear line of sight to the space you choose. Roll attack dice separately for all figures. Shadow cannot be affected by Soul Shadow Special Attack.
Points: 140
Last edited by Dr.Goomonkey; December 22nd, 2013 at 06:02 PM.
Roadkill
General: Calypso
Planet: Earth
Species: Human
Type: Unique Hero
Class: Vagrant
Personality: Tormented
Size: Large 4 (2-space)
Life: 4
Move: 7
Range: 6
Attack: 3
Defense: 6
Specials: Stupid Pedestrians: Double Attack Blood Missile Special Attack: Range 6. Attack Special. Instead of attacking normally Roadkill may use Blood Missile Special Attack. Roll the 20-sided die, if you roll a 1 Roadkill receives one wound. If you roll a 2-8 roll two attack dice. If you roll a 9-15 roll three attack dice. If you roll a 16-19 roll again. If you roll a 20 roll 4 attack dice. On the second roll if you roll a 1 Roadkill receives one wound. If you roll a 2-15 roll 4 attack dice. If you roll a 16-19 roll 5 attack dice. And if you roll a 20 roll 6 attack dice.
Points: 170
Just a side note here, I think that I may make a rule that all special powers relating to Utgar (figures following Utgar that is) apply to Calypso followers as well...
No I'm not actually.
Last edited by Dr.Goomonkey; December 22nd, 2013 at 06:08 PM.
Outlaw
General: Calypso
Planet: Earth
Species: Human
Type: Unique Hero
Class: Officer
Personality: Resolute
Size: Large 4 (2-space)
Life: 4
Move: 6
Range: 5
Attack: 5
Defense: 5
Specials: Stupid Pedestrians: Omni-Taser Special Attack: Range 3. Attack 5. Instead of attacking normally Outlaw may use Omni-Taser Special Attack. Outlaw must attack the two closest figures within range if possible. If there are more than two enemies the same distance away within range you may choose two of them to target. If you deal at least one wound you must move the wounded figure to any space within three clear sight spaces that is further from Outlaw than the figure is currently on. Figures moved by Omni-Taser Special attack never take any leaving engagement attacks. Figures moved by Omni-Taser Special Attack will take any falling damage applicable.
Points: 150
Last edited by Dr.Goomonkey; December 23rd, 2013 at 09:22 PM.
Warthog
General: Calypso
Planet: Earth
Species: Human
Type: Unique Hero
Class: Captain
Personality: Disciplined
Size: Huge 8 (2-space)
Life: 5
Move: 4
Range: 4
Attack: 3
Defense: 9
Specials: Stupid Pedestrians: Flamethrower Special Attack: Range Special. Attack 3. Instead of attacking normally this turn Warthog may use Flamethrower Special Attack. Choose three spaces in a straight line from Warthog. All figures on those spaces who are in a clear line of sight from Warthog and no more that 2 spaces above or below Warthog's base are affected by Warthog's Flamethrower Special Attack. Roll attack dice once for all affected figures. Any figures who received at least one wound must roll the twenty sided die, if they roll a 1-10 they receive two more wounds from fire damage. Any figure that is Lava Resistant is not affected by Flamethrower Special Attack and any figure in water does not have to roll for fire damage.
Points: 185
Last edited by Dr.Goomonkey; December 23rd, 2013 at 09:07 PM.
Thumper
General: Calypso
Planet: Earth
Species: Human
Type: Unique Hero
Class: Gangster
Personality: Vengeful
Size: Large 5 (2-space)
Life: 4
Move: 6
Range: 6
Attack: 3
Defense: 6
Specials: Stupid Pedestrians: Sonic Blast Special Attack: Range 3. Attack 6. Choose three spaces in a straight line from Thumper. All figures on those three spaces and no more than one space higher or lower from Thumper's base are affected by Sonic Blast Special Attack. Roll attack dice once for all figures. Immediately move any figures that received a wound to any empty space within 3 clear sight spaces of its current location. The space must be on the same level as or lower than its current location. Figures moved by Sonic Blast Special Attack never take any leaving engagement attacks. Figures moved by Sonic Blast Special Attack will take any falling damage that applies.
Points: 150