Thanks
@Ixe
and
@obfuscatedhippo
for your feedback on Kalashnikov's Irregulars. Yes, they'll have a potential of 4 attack with all 4 OMs on them. I guess they're comparable to the Havechs, with one less defense, and an increasing (rather than a steady) chance of blowing themselves up. But, playtesting will tell... once I get around to it...
Here's another card for ya! Nothing original here, just a straight-up retheme of the C3G Firefly.
Spoiler Alert!
He's lost Lava Resistant but gained, um, synergy with Kyrie Leadership?
And one I posted earlier in text form:
Spoiler Alert!
You have my permission to shout "We came, we saw, we kicked it's a**!" every time a Ghostbuster destroys a figure. However, it is not mandatory.
Sentinel's Warning
At the end of an opponent's turn, if an opponent's figure is within 4 clear sight spaces of Samara the Kyrie Sentinel, you may move an unrevealed Order Marker from one Army Card you control to another Army Card you control.
Horn of Jandar
Add 1 to your initiative roll for each opponent's figure within 4 clear sight spaces of Samara the Kyrie Sentinel.
Flying
When counting spaces for Samara's movement, ignore elevations. She may fly over over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When she starts to fly, if Samara is engaged she will take any leaving engagement attacks.
Figure: Mage Knight Regal Skymage
I gave the figure a paint job, because the "bikini armor" looked frankly ridiculous. Sure, let's armor up, but leave the midriff exposed! Would be better if she had an actual horn, but one can't have everything.
I was noodling about what an actual "Sentinel" might be good for -- keeping watch, warning the troops, etc. Still not sure about the stats / points.
Samara the Kyrie Sentinel
I like the design. You need to put her close to battle to take advantage of her powers and she can give you some incredible order marker flexibility when you do. She is a little vulnerable, but she also does little enough on her own that your opponent may end up ignoring her and focus on more direct threats. She seems like she'd be fun in a dungeon crawl.
Inappropriate armor is a big pet peeve of mine (which is a shame since it is so pervasive). I'm glad you're giving her a new paint job to fix it.
Thanks
@obfuscatedhippo
and
@Ixe
for your comments on Samara. I decided "Battle Hymn of Jandar" would be a good replacement, thanks for the suggestion!
A couple of new cards for my "Jandar's Counterintelligence" group. Agent Zilar was previously posted:
Spoiler Alert!
The original version of Stealth Initiative proved to be too annoying, as it enabled her to move up to 3 Agents. I'll try her out with one and see how it goes.
And here's the card for "Agent Rigg" which I finally got around to making:
Spoiler Alert!
She is of course named after Diana Rigg as Emma Peel in "The Avengers".
Vashon
Is A'lar a Name of the Wind reference? He's sturdy against range and tough to tie down in melee but he's not packing much offense for his cost. He's better off dying early but won't always get the chance if your opponent ignores and focuses on more threatening parts of your army. I'm not sure if he would be quite worth 120 since the game would have to go a number of rounds after he dies to be really worth it but it leaves you a cool strategy to play around with.
WIZARDS, SPELLCASTERS, & MAGICAL MINIONS
Heroscape needs more Wizards.
Featured unit: Torr-Kolxag the Warcaster
Figures with a § are adaptations of official units, or of someone else's custom. Figures with a ¤ have a card. All units are subject to change, most have not been properly playtested, and some are not housebroken. Use at your own risk. It's all an illusion.
Familiar Bonding
At the beginning of the game, choose a Unique Wizard or Archmage Hero you control to be Aryxon's chosen Master. After taking a turn with its Master, you may take a turn with Aryxon.
Dragon Magic
Instead of attacking normally, you may choose a figure within 4 clear sight spaces and roll the 20-sided die. If you roll a 15 or higher, you may use Dragon Magic on that figure. If you control the figure, remove one wound marker from its Army Card. If an opponent controls the figure, it takes one wound.
Flying
When counting spaces for the Aryxon's movement, ignore elevations. Aryxon may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Aryxon starts to fly, if it is engaged it will take any leaving engagement attacks.
Figure: Pseudodragon - (D&D Miniatures, Icons of the Realms: Elemental Evil)*
I knew as soon as I saw this little guy that I had to get him. I always liked Sonlen and his pet dragon (blame it on Pern) so now the other Wizards can get a dragon too! Or Sonlen can have two. The figure is a little smaller than Sonlen's dragon -- maybe about 80% of the size. I never quite liked the thematic implications of it being able to do both Dragon Healing and Dragon Swoop on the same turn, so Aryxon can do one or the other. Defense is relatively high to represent its ability to fly evasively, and being a small target. The cost is really a guess.
Corvus ¤. "Eye in the sky" for Elf Wizards, 20 pts.
Spoiler Alert!
Corvus
Ullar
Bird
Familiar
Tricky
Life 1
Move 6
Range 1
Attack 1
Defense 4
Points 20
Wizard's Familiar
For purposes of special powers on any Army Card you control, Corvus may be considered an Elf Wizard in addition to its normal species and class.
Through The Eye of the Raven
When Corvus is within 3 clear sight spaces of an opponent's figure, a Wizard Hero you control with a Range of 4 or higher who follows Ullar may add 3 to its Range when targeting that figure for an attack. If Corvus has line of sight on that figure, that Wizard may target it for an attack.
Flying
Figure: Pathfinder Reign of Winter Raven.
Synergy:
Through The Eye of the Raven: Haduc, Arkmer, Ulginesh
Wizard's Familiar: Ulginesh, Emirroon, Acolarh, Arkmer, Chardris, Johrdawn, Kyntela Gwyn, Haduc
Like Aryxon, its defense of 4 represents its ability to fly evasively, and being a small target. It's all theoryscape right now, but there would seem to be 2 ways to play it: as a part of your Elf Wizard pod, or as a range extender for Haduc, Arkmer, and Ulginesh.
I hesitated to buy this, as it's a relatively pricey figure (~$4) for a filler unit. Fortunately, it arrived broken (bad packaging on a delicate figure, guys!) so I ended up getting it for free. Some Loctite and Sugru for the base fixed it right up.
If you're interested in the earlier version of this, it's here:
Spoiler Alert!
The Raven. Range-extender filler for Ullar, 20 pts.
Familiar Movement Bonding
After revealing an Order Marker on the Army Card of a Ranger or Wizard Hero you control who follows Ullar, you may immediately move The Raven up to 4 spaces.
Through The Eye Of The Raven
When The Raven is within 3 clear sight spaces of an opponent's figure, a Ranger or Wizard figure you control with a Range of 4 or higher who follows Ullar may add 2 to its Range when targeting that figure for a normal attack.
Evasive Flight
When defending against a normal attack from a figure with a Range of 1, The Raven adds 1 shield to whatever is rolled.
Stealth Flying
When counting spaces for the Raven's movement, ignore elevations. The Raven may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When the Raven starts to fly, if it is engaged it will not take any leaving engagement attacks.
Figure: Omens Raven
Synergy: Haduc, Arkmer, Ulginesh, and Brandis (who needed a boost).
I like the new version, but I am kind of sad that Brandis no longer gets his Raven Pal. Poor Brandis.
Dread Warrior ¤. Raise your minions from the dead. For Shamans and Sorcerers. 15 pts.
Dread Rising
A Dread Warrior does not start the game on the battlefield. Instead, if a medium Squad figure is destroyed within 4 clear sight spaces of a Shaman or Sorcerer you control, you may replace that figure with a Dread Warrior in your army. Undead, Soulborg and Construct figures may not be replaced with Dread Rising.
Minions of the Magus
Figures engaged with this Dread Warrior may not make normal attacks or leaving engagement attacks on a Shaman or Sorcerer you control.
Tenacious Engagement
When a figure moves normally out of engagement with this Dread Warrior, count that hex as 1 additional space. When an opponent's figure moves through this Dread Warrior, it that figure takes one wound.
Figure: D&D Dread Warrior
I imagine this will be most useful if your Sorcerer or Shaman is getting swarmed by melee Squads. You can kill one off, raise it as a Dread Warrior, and make your getaway. I tried to make them useful without OMs.
Sorcerers: Kurrok, Sahelia Kaa, Doctor Strange, Aravi T'se, Torr-Kolxag
Shamans: Nephele, Bolvag Lat
Helmed Horrors ¤. Animated suits of armor. Common Squad, 50 pts.
Infernal Animation
At the start of the game, choose a small or medium Unique Arachnomancer, Sorcerer, Warwitch, or Wizard Hero you control to be the Creator of all your Helmed Horrors. If their chosen Creator does not follow Utgar or Valkrill, roll the 20-sided die once for each squad of Helmed Horrors you control. If you roll a 1-2, the chosen Creator takes 1 wound.
Creator Bonding
After revealing an order marker on this card, you may first take a turn with their Creator. The Helmed Horrors add 2 attack dice when they are within 2 clear sight spaces of their Creator.
Empty Armor
If their Creator is destroyed, remove all Helmed Horrors you control from the battlefield.
Figure: Demonweb Infernal Armor
I was going through the cheap minis on Auggie's and spotted the Infernal Armor, which put me in mind of an empty suit of armor, animated by magic and protecting the spellcaster who created them. A little research gave me the D&D name for these: Helmed Horrors. My Helmed Horrors differ a bit from the D&D version: they don't fly, they don't outlive their Creator, and instead of being neutral, they're evil! I like the idea of the danger for messing with dark magics, hence the potential penalty for non-Utgar and non-Valkrill spellcasters. The astute Heroscaper will note the similarity of these Helmed Horrors to the Greenscale Warriors, since they fulfill more or less the same function. The stats are mostly the same. The Helmed Horrors have higher defense when not near their boss, which makes sense to me since they're suits of armor. Their attack is lower when not near the boss, but comes up to the same within the range. On the plus side, they bond with many more units and have some Soulborg-type immunities. On the minus side, there's the potential "dark magic" penalty, and they fall to pieces when the boss dies. I priced them at 10 points below the GWs.
Updated: This is one of the earlier units I did, and boy was it a mess. I reduced the number of potential spellcasters from "every possible magic user" to 4 classes, and took out the "Soulborg immunity" clause. Cleaned up a few other wording issues.
Margath Gates. Teleportation gates that can be summoned. 30 pts.
Summon the Gates
The Margath Gates do not start the game on the battlefield. Instead, after revealing an order marker on the Army Card of an unengaged Archmage, Sorcerer or Wizard Hero you control, you may place one Margath Gate adjacent to that Hero. Place the other Gate on any previously empty space within 10 spaces of that Hero, such that the Hero has clear line of sight on that Gate.
Enchanted Objects
A Margath Gate never makes attacks, including leaving engagement attacks. Once placed, a Gate cannot be moved by any special power or glyph. A figure may not move through a Margath Gate. If one Gate is destroyed, immediately destroy the other.
Through The Gates
When moving normally, a figure adjacent to a Margath Gate may move to a previously empty space adjacent to the other Gate, if possible. Using Through The Gates uses 2 moves. After moving with Through The Gates, roll the 20-sided die. Add 3 to your roll if the player who contols that figure also controls an Archmage, Sorcerer or Wizard on the battlefield. If you roll a 4 or lower, destroy the figure.
Figure: Arch of Triumph #02 Dreamblade Baxar's War
I picked up a pair cheap in my latest trollandtoad binge. They are huge. No idea if this point cost is even in the right ballpark.You get to teleport, but then again so does your opponent. I doubt these would ever see any serious play but I thought they could be fun.
Every city-state, hivelet, and burrg on Vong paid tribute to the Wizard Circle. Not to buy the Wizards' loyalty, for that was beyond price.
Nor would the Wizards Circle take sides in the internecine conflicts that raged across Vong like seizures in the body politic. The Wizards were above politics -- indeed, they were above the laws of time and space itself. The Tribute was for protection.
From the Wizards themselves, of course.
Once a year, the leaders of every tributary would be brought to the lost city of Xuchotl. Without warning, the leaders would be teleported to the deserted streets of alabaster. A thousand years had passed since the mighty city of Xuchotl had thought itself strong enough to refuse to pay the Wizards' Tribute. The screams of its people, trapped in a living death outside of time, rang in the ears of the Vongarian leaders.
Sometimes the leaders were left there for minutes. Sometimes hours. One year, it was a harrowing three days. And then, just as suddenly, the leaders were returned home.
Every city-state, hivelet, and burrg on Vong paid tribute to the Wizard Circle.
Chronic Reversal 17
After rolling for initiative, if there is at least one Order Marker on this card, you may choose an opponent and roll the 20-sided die. If you roll a 17 or higher, you may rearrange the Order Markers on that opponent's Army Cards without revealing them. After rearranging, each Army Card must have the same number of Order Markers as it did before using Chronic Reversal.
Temporal Jump
When Esrever receives one or more wounds from a normal or special attack by an opponent's figure, you may roll the 20-sided die. If you roll a 15 or higher, choose an empty space within 4 spaces of Esrever. Place Esrever on the chosen space to ignore any wounds he just received. If Esrever is engaged when he uses Temporal Jump, he will not take any leaving engagement attacks.
Cast Haste
Instead of attacking, you may reveal the X Order Marker on this card and choose a small or medium Unique Hero you control adjacent to Kroneon. Place the X Order Marker on that Hero's Army Card. On that Hero's next turn this round, it may add 5 to its Move. If it does not, and that Hero makes a normal attack, it may make one additional normal attack on that turn.
Slow
If there is at least one Order Marker on this card, all spaces within 2 clear sight spaces of Kroneon are affected by Slow. When an opponent's figure moves onto an affected space, count each hex as 2 spaces. An opponent's figure on an affected space reduces its Attack and Defense numbers by 1.
Decelerate Projectiles
When Kroneon rolls defense against a normal attack from a non-adjacent figure, each shield rolled counts for one additional block.
Vongarian Mind Link
After revealing an Order Marker on this card, instead of taking a turn with Lashar you may choose up to 2 different Vongarian Wizards you control within 6 spaces of Lashar. Take a turn with each of the chosen Wizards.
Psionic Targeting
Lashar never needs line of sight to target a figure for an attack. When making a normal attack on a non-adjacent figure, neither Lashar nor the target gain any advantage from height or terrain. When Lashar attacks an Overlord or Psychic figure, she rolls 2 fewer attack dice.
Psionic Control
After taking a turn with Lashar, if she did not attack you may choose any Unique Hero within 4 spaces. Lashar does not need line of sight on the chosen figure. Roll the 20-sided die. If you roll a 17 or higher, take temporary control of that Hero and immediately take a turn with it. At the end of that turn, control of the chosen Hero returns to the player who controlled the Hero before Psionic Control. All Order Markers that were on the chosen Hero's card will stay on the card. Psychics are not affected by Psionic Control.
Sphere of Darkness
All figures within 2 clear sight spaces of Nyxos, whose base is no more than 4 levels above or below that of Nyxos, are affected by Sphere of Darkness. When a figure affected by Sphere of Darkness rolls defense against an attack from a non-adjacent figure, one shield will block all damage. All figures affected by Sphere of Darkness reduce their Range to 1 and may not target a non-adjacent figure for any special power. Nyxos is not affected by his own Sphere of Darkness.
Blinding Blaze
When Nyxos attacks a Unique Hero, if at least two skulls are rolled, you may remove an unrevealed Order Marker from that Hero's Army Card.
Figure: Praetorite Vong Warrior
Design notes:
Spoiler Alert!
An earlier version of this had Nyxos dropping the XOM on the field to create the Sphere of Darkness around it. A cool idea that I want to use sometime, but definitely complicated. This one is easier to understand. With no visible hit zone himself, he's able to make ranged attacks without getting hit from ranged attacks (like Drake) and grants Stealth Dodge to his advancing allies. However he's the only one who can see in the dark, so you can't just sit there and blast away from within the Sphere. Blinding Blaze represents his ability to cast a blinding light that can make it impossible for a Hero to see.
Summon Pyramids
Begin the game with three Pyramids of Power on this card. At any point during his normal move, Pharos may place a Pyramid on an empty space adjacent to him. He may only place one Pyramid each turn. After placing a Pyramid, Pharos may not attack a non-adjacent figure.
Summoner's Will
At the end of each round, you must roll an attack die for each Pyramid on the battlefield that was placed by Pharos. For each skull, place a wound marker either on this card, or on the card of any of those Pyramids.
Figure: Advance Scout #59 Alliance and Empire Star Wars Miniatures
The Pyramids of Power are Icehouse pyramids. Here are their stats:
Pyramid of Power
Destructible Object
Life 4
Defense 3
Summoned Construct
This destructible object does not start the game on the battlefield. Instead, place it on the Army Card of a figure you control with the Summon Pyramids special power. If that figure is destroyed, remove the Pyramid from the battlefield.
Magic Construct Defense
When this Pyramid defends against an attack, add 1 shield to whatever is rolled. If it is a non-adjacent attack, add 1 additional shield. Magic Construct Defense does not affect an attack by a Wizard or Sorcerer.
Aura of Keen Sight -- black
All figures with a Range of 4 or more that are adjacent to this Pyramid add 2 to their Range.
Aura of Defense -- blue
A figure adjacent to this Pyramid adds 1 to its Defense.
Adjacency Strike 13 -- yellow
When a figure moves into adjacency with this Pyramid, roll the 20-sided die. If you roll a 13 or higher, that figure takes one wound. Wizards and Sorcerers are not affected by Adjacency Strike 13.
Aura of Haste -- green
A figure that begins its move adjacent to this Pyramid adds 2 to its Move. After an adjacent figure makes all normal attacks, it may make one additional normal attack.
Aura of Attack – red
A figure adjacent to this Pyramid adds 1 to its Attack.
Phantom Menace
When Thrikar targets a non-adjacent figure for a normal attack, roll the 20-sided die. Add 7 if the figure is Common. If you roll a 19 or higher, that figure rolls 3 fewer defense dice against that attack. Mindless figures are not affected by Phantom Menace.
Illusionary Target
If Thrikar is targeted by a normal attack from a non-adjacent figure and at least one skull is rolled, before rolling for defense immediately roll the 20-sided die. If you roll a 16 or higher, choose a small or medium Common figure within 2 clear sight spaces of Thrikar that is not the attacker, whose base is no more than 3 levels above or below that of Thrikar, and switch Thrikar and that figure. The attacker must target the chosen figure, if possible. Figures moved by Illusionary Target never take any leaving engagement attacks.
Figure: Star Wars: Advance Agent Officer
Uses the same "Illusionary Target" power as Rizvyr, and "Phantom Menace" is the result of his conjuring a frightening illusion when attacking.
Sorcerers & Shamans
Spoiler Alert!
Nephele ¤. Centaur shaman, 90 pts.
Spoiler Alert!
Rizvyr Deneld. Illusionist with a Concentrated Blast. 120 pts.
Illusionary Target
If Rizvyr Deneld is targeted by a normal attack from a non-adjacent figure and at least one skull is rolled, before rolling for defense immediately roll the 20-sided die. If you roll a 16 or higher, choose a small or medium Common figure within 2 clear sight spaces of Rizvyr Deneld that is not the attacker, and whose base is no more than 3 levels above or below that of Rizvyr Deneld. Switch Rizvyr Deneld and that figure. The attacker must target the chosen figure, if possible. Figures moved by Illusionary Target never take leaving engagement attacks.
Concentrated Blast Special Attack
Range 7 Attack 2+Special
Before attacking with Concentrated Blast Special Attack, you may reveal any number of additional order markers on this card. Roll 4 additional attack dice for each additional numbered order marker you just revealed.
Figure: Renegade Warlock
I originally designed this for Custom Contest #2 as a Drow wizard. I just subbed in a new figure and, while he's no longer Drow, kept the Drow name. It sounds cool. Thanks to Lygard for the suggestions on fixing both of the powers.
The Obsidian Sorcerer. Elementar with Fireball attack. 100 pts.
Fireball Special Attack
Range 5. Attack 3.
After attacking with Fireball Special Attack, all figures adjacent to the target must roll defense against any skulls that were not blocked by a shield. Lava Resistant figures roll zero defense dice against Fireball Special Attack, and may ignore all wounds from it. The Obsidian Sorcerer may be affected by Fireball Special Attack.
Army of Fire
After revealing an Order Marker on this card, you may move up to 2 small or medium Lava Resistant figures you control. A figure moving with Army of Fire must be within 5 clear sight spaces of The Obsidian Sorcerer before moving.
Lava Resistant
The Obsidian Sorcerer never rolls for molten lava damage or lava field damage, and does not have to stop on molten lava spaces.
Figure: Chaos War #018 Jinku
I'm wondering if a ranged Lava Resistant figure might be broken on the right map...
Torr-Korxalg the Warcaster ¤. Acid-cloud area attack. 100 pts.
Acid Cloud Special Attack
Range 4+Special. Attack 4. You may reveal the X Order Marker on this card to use Acid Cloud Special Attack. If 1 or 2 skulls are rolled, all figures within 2 clear sight spaces of the target are affected by Acid Cloud Special Attack. If 3 skulls are rolled, all figures within 1 clear sight space of the target are affected. Any figure whose base is above the target's height is not affected. All figures roll defense separately. Torr-Korxalg may be affected by Acid Cloud Special Attack.
Spirit Drain
When Torr-Korxalg the Warcaster makes a normal attack on a figure with only 1 Life remaining, you may reveal the X Order Marker on this card and roll 2 additional attack dice. If that attack destroys a figure, you may remove 1 wound marker from this card. Destructible objects are not affected by Spirit Drain.
Figure: D&D Hobgoblin Warcaster
Warcaster seems like a pretty offense-focused category, so I went with 2 offensive spells. Inspired by Brimstone I wanted to try an area attack. I think this works thematically and mechanically -- a concentrated cloud will affect the target only, but if it is spread out its effect dissipates. Fairly "swingy" since you don't know the effect range. I like the trade-off of using the X Marker as a "mana" device, which I may use for other magic-users. He has to build up power to use it, and it leads to some trade-offs -- do I go for the self-healing spirit drain or save up for the area attack?
Wizard's Apprentice
When making a normal attack, Iroth may roll 1 additional attack die for each friendly Wizard adjacent to him, up to a maximum of +3 for Wizard's Apprentice.
Staff of Arcane Energy
If Iroth rolls at least one shield against a normal attack from an adjacent figure that caused any number of wounds, the attacker receives an equal number of unblockable wounds.
Foolhardy Charge
After taking a turn with Iroth, you may take an additional turn with him. Add 2 to his Move and Attack during that turn. After that turn, place 2 wound markers on this card. You may only use Foolhardy Charge once per round.
Rod of Negation
Start the game with 3 brown Negation Markers on this card. At the end of the turn, if you have at least 1 Negation Marker on this card, you may choose any opponents unique figure within 6 clear sight spaces of this figure. Roll the 20-sided die. If you roll a 1-15, nothing happens. If you roll a 16-19, place a Negation Marker on the chosen figure's Army Card. All of that figure's special powers are negated for the entire game. If you roll a 20, destroy the chosen figure.
Figure: Elf Warlock
My Morsbane remake. You all suggested I just add range! See this thread for the background info.
Sveela ¤. Wizard with counterspells, protective aura. 120 pts.
Countermagic
When defending against a normal or special attack from an Arachnomancer, Wizard or Sorcerer, Sveela adds 1 shield to whatever is rolled. When making a normal attack on a Arachnomancer, Wizard or Sorcerer, Sveela rolls an additional attack die.
Arcane Exchange
Once per turn, if a figure you control within 6 clear sight spaces of Sveela would take any wounds from an attack, you may choose another figure within 6 clear sight spaces of Sveela and roll the 20-sided die. If you roll a 1-9, place one of those wounds on this card. If you roll a 10 or higher, the chosen figure will receive one of those wounds instead. Destructible objects are not affected by Arcane Exchange.
Child of the Light
At the end of each round, you may roll the 20-sided die. Add 1 to your roll for each figure you control who is adjacent to Sveela and follows Jandar. If you roll a 16 or higher, you may remove up to two wound markers from this card.
Figure: Star Wars: 1 - Sly Moore - 50
I set her on Vong, as an opponent to the Vongarian Wizard's Council, although she's not native to the planet. She'll need a ring of Jandar squad figures around her (Knights?)
Phantom Walk
Vashon can move through all figures and is never attacked when leaving an engagement.
Cloak of Darkness
Vashon rolls 4 additional defense dice when defending against an attack from a non-adjacent figure.
Vashon's Curse
When Vashon is destroyed, before removing him from the battlefield choose an opponent's figure within 4 clear sight spaces, if possible, and place him on that figure's Army Card. At the end of every round, a player who controls an Army Card with Vashon on it must give one wound to a figure on that card.
Figure: Heroclix Cloak
Another opponent to the Vongarian Wizard's Council. Prefers to strike from the shadowy distance. But if you strike him down, he will become more powerful than you can possibly imagine.
Nephele
What's with the back on Nephele? The hitzone looks weird. Mystic is also a strange personality (it sounds more like a class). Mystical instead? Planar Shift 10 is a crazy power. It is very height dependent and is obviously more powerful against smaller heroes but it can really shut down your opponent. What's worse, if they destroy her after that, you never actually have to place their figure again. She's a little versatile but not terribly sturdy so most her strength is in that power. It can be pretty marginal in a lot of matches and is luck dependent but it has enough threat that I think she's costed a bit low.
Bolvag Lat
This guy is pretty cool. The attack boost is nice (basically +1 attack most of the time). I doubt I'd do any sacrifices to heal him though it can be nice to heal an important hero. For the most part, I want to curse the core part of my opponent's army to become nice and weak.
Dread Warrior
They add a new element to Bolvag Lat in that his sacrificing can birth minions, but I'm not sure if I really want one of these guys over the sacrificed figure. Really, they seem to be at their best when they don't get any order markers. Protecting a shaman can be nice (although Bolvag doesn't need it), making their best use protecting someone actually threatening like Nephele. The disengage power is interesting although it is a strange hit against phantom walk (since it already adds 2 movement anyway should they try to move through them).
I really like the Tenacious Engagement power. Taking movement points in addition to the passing swipe is really interesting. I might have to steal that one if I ever end up making more Customs.
~TAF
TAF was the Storyteller...
in THE ENEMY'S LAST RETREAT
Nephele
What's with the back on Nephele? The hitzone looks weird. Mystic is also a strange personality (it sounds more like a class). Mystical instead? Planar Shift 10 is a crazy power. It is very height dependent and is obviously more powerful against smaller heroes but it can really shut down your opponent. What's worse, if they destroy her after that, you never actually have to place their figure again. She's a little versatile but not terribly sturdy so most her strength is in that power. It can be pretty marginal in a lot of matches and is luck dependent but it has enough threat that I think she's costed a bit low.
Thanks as always for the feedback, Ixe!
You can use "Mystic" as an adjective (think "the mystic arts"), but Mystical works just fine too, if that's clearer. Her back has these green lumps on it -- I think they're supposed to be mushrooms or something? I just left them red, in any case.
Yes, Planar Shift is a crazy power. If she shifts out an opponent's hero, your opponent would be better off not killing her until the next round. It could be mitigated by making it an "instead of attacking" power, so you're taking more of a gamble in using it. That would make thematic sense, as she is casting one spell instead of two.
Quote:
Dread Warrior
They add a new element to Bolvag Lat in that his sacrificing can birth minions, but I'm not sure if I really want one of these guys over the sacrificed figure. Really, they seem to be at their best when they don't get any order markers. Protecting a shaman can be nice (although Bolvag doesn't need it), making their best use protecting someone actually threatening like Nephele. The disengage power is interesting although it is a strange hit against phantom walk (since it already adds 2 movement anyway should they try to move through them).
Hey, don't forget that they work with Kurrok too! And yes, they're designed to be useful without taking OMs. (I fixed the wording, by the way.)
Quote:
Originally Posted by TheAverageFan
I really like the Tenacious Engagement power. Taking movement points in addition to the passing swipe is really interesting. I might have to steal that one if I ever end up making more Customs.
~TAF
Thanks! Feel free to borrow. I used this power once before with my "Birnamwood Guards"
Spoiler Alert!
OK, so let's look at our next contestant on Crawl That Dungeon, it's that crazy prince with all the toys, Prince Ahmed!
Credit for the Diplomacy power goes to @Grishnak (although I reworded it so blame goes to me for any loopholes I opened in so doing). Royal Treasury could of course be broken with an overpowered custom Treasure Glyph. But he's too princely to stoop to such tactics.