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Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment

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Old August 31st, 2022, 12:46 PM
Codename72 Codename72 is offline
 
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Pokemon units BETA!

https://drive.google.com/file/d/1ZfS...ew?usp=sharing

31 pokemon and counting

Hi there, I'm Jeff. I'm obsessed with Pokemon and this is my tribute.
I'm excited for opinions and insight.

!!!!The first thing you'll notice is a reference to AUTO SHIELDS. This is my personal mechanic and I'm open too thoughts. Basically auto shield can be stacked up to 3 now through abilities. Then if you want, used whenever you would roll a defense dice to replace 1 non-shield. Making support a thing, besides wound heals!!!!

Just made a big update. Things feel balanced, going to test more with the changes just made. Me and the wife are playing quite ALOT.
MUCH closer to standardized moves that will be place-able on any capable pokemon.
Simply printing out laminated ability cards that can be attached to each pokemon unit card.



NEXT- I abbreviate EVERYTHING.
R-Range
A-Attack, etc
CS- Clear Sight if not displayed, the move works through walls and such.
Almost all abilities have a d20 rolled with them now for extra effects.
RD20- Roll D20 and if you roll the number or higher, use the effect that follows.

After playing around it would seem regular attacks are useless. So to make the Attack stat still incorporated, it will now affect initiative. If you're team has more attack all together you get a +5 to initiative.

As far as weakness/resistance. Right now we play with Add 1 attack dice or add 1 defense dice respectively. Any insight is appreciated, not trying to convolute or over complicate things as far as weakness/resistance goes.

I would simply print out a weakness type chart for use around the table.

Most moves don't have a type label as they are obvious about the type. Some are labeled and I may have missed one or two.

Dual Types can cancel the respective dice changes. E.g Ground/Fly is affected by electric normally.

I love Pokemon and can't wait for the new Heroscape sets!

Last edited by Codename72; September 6th, 2022 at 03:06 PM. Reason: working on uploading cards
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  #2  
Old August 31st, 2022, 01:54 PM
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Knox Knox is offline
 
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Re: Pokemon units

Quote:
Originally Posted by Codename72 View Post
Hi there, I'm Jeff. I'm obsessed with Pokemon and this is my tribute.
I'm excited for opinions and insight. Especially pertaining to balance and creative solutions that cause innovation and user interaction, but keep the simple Heroscape battle style.



The first thing you'll notice is a reference to AUTO SHIELDS. This is my personal mechanic and I'm open too thoughts. Basically auto shield can be stacked up to 3 now through abilities. Then if you want, used whenever you would roll a defense dice to replace 1 non-shield. Making support a thing, besides wound heals.

NEXT- I abbreviate EVERYTHING.
R-Range
A-Attack, etc
CS- Clear Sight if not displayed, the move works through walls and such.
Almost all abilities have a d20 rolled with them now for extra effects.
RD20- Roll D20 and if you roll the number or higher, use the effect that follows.

Most moves don't have a type label as they are obvious about the type. Some are labeled and I may have missed one or two.

Still unsure of health distribution on cards.

As far as weakness/resistance. Right now we play with Add 1 attack dice or add 1 defense dice respectively. Any insight is appreciated, not trying to convolute or over complicate things as far as weakness/resistance goes.

Dual Types can cancel the respective dice changes. E.g Ground/Fly is affected by electric normally.

I love Pokemon and can't wait for the new Heroscape sets!

https://drive.google.com/file/d/1IlH...ew?usp=sharing
Check out Project Pokemon! https://www.heroscapers.com/communit...ad.php?t=31460
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  #3  
Old August 31st, 2022, 02:03 PM
Codename72 Codename72 is offline
 
Join Date: August 29, 2022
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Re: Pokemon units

Indeed! Though sadly it seems dead. Including some monsters like Pikachu.
My intention is to create balanced units that are competitive. Thus excluding things like basic and mid evolution pokemon.
My hope soon is to simply have printable cards for the abilities and if a pokemon can learn that ability in the games they can use it in heroscape. Then the player can assign any 4 moves they want to said pokemon card. I have magnetic dry erase labels and such to facilitate dynamic things.
For now I am creating the moves as I go, pokemon by pokemon until I have a library of moves.

I will probably switch over to WhiteKnight's templates though.
My approach is from playing C3G.

Last edited by Codename72; August 31st, 2022 at 03:00 PM.
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  #4  
Old August 31st, 2022, 03:06 PM
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Shiftrex Shiftrex is offline
 
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Re: Pokemon units

Agreed, that project seems long dead. Though more recently on the c3g side we have a member that has been working on cards with the Elemental weaknesses and whatnot in mind. I believe it was Skinderella, drop by over on t our discord if you feel like chatting up on that.
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  #5  
Old August 31st, 2022, 03:21 PM
Codename72 Codename72 is offline
 
Join Date: August 29, 2022
Location: Country - State - Major City (Town)
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Re: Pokemon units

Quote:
Originally Posted by Shiftrex View Post
Agreed, that project seems long dead. Though more recently on the c3g side we have a member that has been working on cards with the Elemental weaknesses and whatnot in mind. I believe it was Skinderella, drop by over on t our discord if you feel like chatting up on that.
I'm in sounds great!
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  #6  
Old September 6th, 2022, 01:45 PM
Codename72 Codename72 is offline
 
Join Date: August 29, 2022
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Lightbulb Moves list

BELLY DRUM- Reveal X and recieve 1 wound then lose 2 AS on user. If so done, Add 2 ATK this round to user.

FOCUS BLAST- R3 A5 FGHT
Add +1 atk per AS and use upto 2 AutoShields. Use a third AS to re-roll 1 dice.

Earthquake r1 a7 CS
Attack all adjacent targets.Take one wound and remove 1 AutoShield if you deal 3 or more dmg.

OVERHEAT R1 A4
Attack upto 2 adjacent targets.Turn upto 3 skulls into auto shields.

Crunch R1 A4 dark
Remove an auto shield from target.
Rd20 9+ make one dice a skull.

Zen headbutt R1 A5 psy
Turn up to 3 skulls into AS.
If user ran at least 3 spaces before attack, you may re-roll 1 dice.

Iron tail R1 A6
Rd2015+ -1 skull from atk.
Remover user AS to remove 1 target AS.

Blizzard r4 a6
Rd20 14+ remove a skull from atk.

METEORBEAM R5 A7 CS ROCK StraightLines, no diagonals. Can't move this turn. You may remove 2 autoshields add 1 autoskull once. Once per round

Giga Drain- R4 A4 CS
RD20 14+ reroll 1 non-skull. If a wound is inflicted. Heal 1.

Sythesis- Whenever you would heal yourself, heal 1 more. Then RD20 11+ to add 1AS.

Helping Hand- Transfer upto 3 AS to a friend in R4 CS. Then RD20 9+ to add 1 AS to yourself.

Wish- Remove 2 AS from user to use. Heal yourself and one adjacent friend 1 wound. Then RD20 8+ add 1 AS to same friend and RD20 10+ also add 1 more AS to them.

Focus energy- R1 A3 normal
Add +2 atk per AS and use upto 2 AutoShields. Or roll A4 and add 1 AS for each skull.

Flamethrower R4 A5 CS
All targets adjacent to target lose 1 AS.
RD20 9+ roll 1 unblockable on target and 1 target adjacent to target.

Avalanche R3 A4 CS
Add 3 Atk if user was attacked this round. RD20 9+ add 1 AS to user, or remove 1 from target.

Teleport- move 3 spaces as if you had FLYIN. If you haven't done anything else this turn, teleport once more.

Trick Room- steal upto 3 auto shields from enemies in R2. Both players Rd20. If user rolls higher continue turns this round in reverse. (3rd-1st markers.)

Shadow ball- ghost- R3 CS A4
Remove 1 AS from user. Remove another AS too RD20 9+ make one miss a skull. If 3 skulls rolled, roll 1 unblockable on target.

Calm mind-When adjacent to an attacking friend, you may remove an AS from this user to give that friend an Auto skull.

Knockoff R1 A3 dark
Remove AS from target. Then reveal x marker and remove 2 more.
RD20 11+ make 1 miss a hit and remove 1 AS from target.

Playrough R1 A7 fairy
RD20 8+ remove 1 AS from target.
RD20 12+ remove a skull from atk.

Thunder r4 a6
Rd20 14+ remove a skull from atk.

Stone edge R1 A7
User must remove 1 AS. RD20 9+ lose one more AS to make a miss a hit.

Iron Defense- add 1 AS. If user already had an AS, add 1 more.

BRICK BREAK R1 A4 fight Remove an auto shield from target.
Rd20 9+ make one dice a skull

Draco meteor R3 A7
Remove 2 auto shields from user to use. RD20 14+ remove a skull.

Iron tail R1 A6
Rd2015+ -1 skull from atk.
Remover user AS to remove 1 target AS.

LIGHT SCREEN R1
Add an auto shield to all adjacent friends, include yourself RD20 12+ add one more to self. Once Per Round.

ENDURE- Add 1 auto shield. Rd20 9+ add 1 more shield, then repeat RD20 11+ once more.

FLY R1 A5
Fly to target 3 spaces away.
Rd20 14+ add 1 autoshield.

DRAGON RUSH R1 A5
No Disengag, run 3 space to target, if you do, roll 1 unblockable dice.

BULK UP
Add 1 Auto Shield or 2 (if x is revealed). If user attacked already this round. Add a second then RD20 11+ add one more. Once Per Round.

DYNAMIC PUNCH R1 A5
Remove an autoshield from user.
RD20 10+ turn one miss into a skull.

THUNDER PUNCH R1 A5
Remove an autoshield from user.
RD20 10+ turn one miss into a skull.

DETECT
Reveal order marker. Roll d20, 7+= 1 max damage to user. Once per round.

Hydro Pump R5 A7 CS
Rd20 13+ remove a skull from atk

SUBSTITUTE- Add 1 AutoShield. If user was attacked this round add one more and then RD20 7+ add one more.

DRAGON TAIL- R1 A4
Remove 1 autoshield from target. One autoshield can be turned into a skull.

ASSURANCE R1 A5 DARK
If target was attacked this round roll 1 unblockable attack dice.

CONFUSE RAY R3 A3 CS GHOST
Remove all auto shields from target.
Rd20 9+ make 1 dice auto skull.

PHANTOM FORCE R2 A4
RD20 14+ add AutoShield
If 2+ skulls rolled make one more a skull.

MYSTICAL FIRE CS R4 A5
Rd20 14+ put 1 auto shield on card to use anytime(3max)

Energy ball- R3 A4 CS
Rd20 14+ target loses a shield from roll.
Remove an auto shield from target.

AMNESIA- Add 1 auto shield. Rd20 9+ add 1 more shield, then repeat RD20 11+ once more.
DISABLE- R2 CS NORMAL A3
Remove 1 AutoShield from target. If two+ skulls rolled remove 1 more AutoShield.
Rd20 15+ block one skill on target for round. ONCE PER ROUND.

HEAL PULSE- R2 CS
If any adjacent friend is wounded add 1 auto shield to them. Heal target 1 wound. Rd20 14+ heal 1 more. Can't target self.

YAWN R1 CS
rd20 1-14 target sleeps.
Sleep-reveal order marker roll d20 12+ wake up then take their turn.

HORNDRILL R1 A5 NORMAL
2 Autoshields can be turned to skulls. RD20 10+ remove autoshield from target.

MEGAHORN R1 A5 BUG
If 3+ skulls rolled, roll 1 unblockable dice.

DRILL RUN R1 A4 GROUND
With NO DISENGAG, user can move 3 more spaces to target. If user moved first, roll one unblockable dice.

THUNDER WAVE R1 A3 CS
All adjacent enemy units must RD20 11+ or fail. If fail Lose 2 auto shields and RD20 16+ lose a OrderMarker.

VOLT SWITCH R1 CS
Remove 1 autoshield from user. Swap places with any friendly within 4 spaces.

CHARGE- Roll 5 dice and add a auto shield for each skull. 3MAX You can use Discharge after.

DISCHARGE-Place any autoshield on user to any friendly units within 3 spaces.
ONCE PER ROUND.

SOLAR BEAM R5 A5 GRASS CS StraightLines, no diagonals. Can't move this turn. Remove 1 autoshield to recieve 1 autoskull once. Once per round.

FIRE BLAST R4 A6
All Adjacent figures lose 1 auto shield including user and target.

CONFUSE RAY R3 A3 CS GHOST
Remove all auto shields from target.
Rd20 9+ make 1 dice auto skull.

PSYCHIC R2 A5
RD20 for user and target. If yours is higher, target loses a shield from roll.

MOONLIGHT R1
Add 1 auto shield. RD20 11+ add 1 more auto shield.
Rd20 9+ Heal 1 wound.

ASSURANCE R1 A5 DARK
If target was attacked this round roll 1 unblockable attack dice.

Acrobatics- R1 CS A5 FLY
Rd20 9+ move 4 spaces with no DISENGAG after attack,

Bug X-scissor- R1 CS A5
Rd20 10+ 1 die becomes a skull.

Rock Tomb- CS R4 A5
Target cannot move next turn unless target rolls rd20 11+
Rd20 9+ target loses 1 autoshield.

Dragon Pulse R5 A6 CS
Reveal markers on target.
Rd20 against target. Highest roll, rolls 1 unblockable.

Steel Wing R1 A5
Move 2 to target.
Rd20 10+ remove an auto shield from target.

Hyperbeam R5 A7 CS normal
StraightLines, no diagonals. Can't move this turn. Remove 2 autoshields add 1 autoskull once. Once per round.

Healing Wish R2
Transfer upto 3 wounds to you from friends within 3 spaces. Rd20 15+ user heal a wound. Rd20 17+ you can HW one more time.

Draining kiss R1 fairy A5
If a wound is inflicted, heal 1.

Sludge bomb R3 A3 CS
Rd20 12+ make one a skull.
After target is attacked.
Rd20 14+ roll 1 unblockable. Do this for target and anyone adjacent.

Compile-Add 1 auto shield. Rd20 9+ add 1 more shield, then repeat RD20 11+ once more.

Hydro Pump R5 A7 CS
Rd20 13+ remove a skull from atk

Shadow claw- r3 a4
If 3+ skulls rolled, add 1 unblockable dice..

Endure- Add 1 auto shield. Rd20 9+ add 1 more shield, then repeat RD20 11+ once more.

Double Kick- R1 A5
Rd20 9+ attack again with 4.

Fire Fang R1 A5
Rd20 9+ roll 1 unblockable attack.

Ice Fang R1 A5
Rd20 9+ roll 1 unblockable attack.

LIFEDEW R1
Heal yourself and adjacent friends 1 wound. RD20 11+ add auto shield to self. Once per round.

Sing- CS R3
RD20 1-14 target sleeps
Sleep-reveal order marker roll d20 12+ wake up then take their turn.

Flash cannon r5 a4 CS
Remove 1 AUTO shield from target.
Rd20 14+ target rolls 1 less defense.

Thunder r4 a6
Rd20 14+ remove a skull from atk.

MOONBLAST R3 A5 CS
Rd20 14+ put 1 auto shield on card to use anytime(3max).

MYSTICAL FIRE CS R4 A5
Rd20 14+ put 1 auto shield on card to use anytime(3max)

MAGICAL LEAF CS R4 A4
If 2 skulls rolled, make one dice an auto skull.

SAFE GUARD- R1
Add an auto shield to all adjacent friends, include yourself RD20 12+ add one more to self. Once Per Round.

CLANGING SCALES R1 A9
Lose 1 defense dice per use.
Once Per Round.

COUNTER
When attacked adjacent, may use order marker. Roll d20 9+=max 2 damage to user and roll unblockable atk on target.

POISON JAB R1 A4
Rd20 9+ roll 1 unblockable atk.

ROCK SLIDE R4 A5 CS
Rd20 14+ target can't move this round. Remove 1 autoshield from target.

HYPNOSIS CS R3
RD20 1-14 target sleeps.
Sleep-reveal order marker roll d20 12+ wake up then take their turn.

DREAM EATER- R6 A5 psy
If target has slept this game you can attack it. Heal 1 wounds if target is sleeping.

DAZZLING GLEAM R5 CS A6
Remove autoshield from target.
RD20 11+Roll 1 unblockable against targets adjacent to target.

CLOSE COMBAT R1 A7
Attack all adjacent enemies.Take one wound and remove all AutoShields if you deal 3 or more dmg.

EXTREME SPEED R1 A5 CS
No DISENGAG for Lucario this turn You may move 4 after ATK.

REVERSAL R1 A5 CS
Add an attack dice for each wound on user. ONCE PER ROUND.

Heal pulse- R2 CS
If any adjacent friend is wounded add 1 auto shield to them. Heal target 1 wound. Rd20 14+ heal 1 more. Can't target self.

FLARE BLITZ R1 A6 CS Attack 1 target. Roll one unblockable dice against you and all adjacent figures to you.

REVERSAL R1 A5 CS Fight
Add an attack dice for each wound on user. ONCE PER ROUND.

BRAVE BIRD R1 A7
FLY upto 2 spaces to target. Roll 1 unblockable dice against user.

Protean- When Greninja attacks his type changes to the attacks type. Cannot grant flyin ability.

BOUNCE R1 A4 FLY CS
Fly to target 2 spaces away CS.
Rd20 9+ add 1 autoshield.

MAT BLOCK FIGHT
Add an auto shield to all adjacent friends, include yourself. Then you may transfer upto 3 AS from you to 1 adjacent target.

ICEBEAM R3 A4 CS
Turn upto 2 skulls into AS on user.

TOXIC SPIKES
Whenever User is engaged by a figure. User may remove 1 AS too RD20 11+ and roll 1 unblockable.

VENOSHOCK R2 CS A3 POISON
RD20 9+ roll 1 unblockable.
Then, if the unblockable hits, remove 2 AS from target.

FELL STINGER R1 A5 BUG
Remove 1 AS from target. If target recieved any wounds this round add 2 atk dice.

ENDEAVOR R1 A4 NORMAL
You may spend 1 AS to add A1 dice to roll. Then if user has less AS than target, steal upto 3 from the target.

ROOST If user has no AS, add 1
Heal 1 wound then SLEEP.
RD20 8+ Heal 1 more upon waking up.

Last edited by Codename72; September 6th, 2022 at 03:27 PM.
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