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KC's Customs - NEW Classic Continuation 9/15/11
I think I'm going to turn this thread into a thread for all of my customs, because I really feel like doing some "Classic Scape Continuation" stuff. Again, I don't have the resources available to me to make cards, so if anyone wants to volunteer to make them, I'd really appreciate it. I'll separate them on the front page
I decided to start this thread because I've had a lot of ideas for Final Fantasy custom heroes lately, and I wanted to get them down on paper. If there's anyone out there that's good at making army cards that wants to take a crack at some of these and post them here, I'd love to see them. Please give me some feedback - I'd appreciate it! I'm gonna start with Final Fantasy VI since it's my favorite game of the series, though I hope to get through many of the other games. I'm going to make some references to Magicite Treasure Glyphs. These glyphs will grant the user a Special Attack that reflects that Esper's powers, and you'll be able to remove them from the game to make one massive attack (not a Special Attack). I'll get into them later. Final Fantasy VI
Spoiler Alert!
Terra Terra Branford Demi-Human Mage Merciful Medium 4 Life: 5 Move: 5 Range: 1 Attack: 3 Defense: 3 Points: 120 Morph - Instead of attacking, if there are no Pink Morph Markers on this card, you may put 3 Morph Markers on this Army Card. When Terra attacks with a Special Attack from a Magicite Treasure glyph and there is at least 1 Morph Marker on this card, remove 1 Morph Marker and each skull rolled counts as one additional hit. Daughter of an Esper - Terra always begins the game in possesson of the Maduin Magicite Treasure Glyph. Locke Locke Cole Human Thief Tricky Medium 4 Life: 5 Move: 6 Range: 5 Attack: 3 Defense: 3 Points: 90 Thief's Glove 16 - After Locke attacks an adjacent figure that has a Treasure Glyph, roll the twenty-sided die. If you roll a 16 or higher, Locke takes the Treasure Glyph from that figure. Female Guardian - When a female Human or Demi-Human figure adjacent to Locke is targeted by an attack, you may choose for Locke to be affected by the attack instead. Edgar (suggested figure - Marcus Deciums Gallus repaint) King Edgar Figaro Human King Charismatic Medium 5 Life: 5 Move: 5 Range: 1 Attack: 3 Defense: 4 Points: 150 Autocrossbow Special Attack - Range :6 Attack: 2 - When Edgar attacks with Autocrossbow Special Attack, he may attack up to 4 additional times. Edgar may not attack the same figure twice in the same turn with Autocrossbow Special Attack. Chainsaw Special Attack - Range:1 Attack:7 - Before Edgar attacks an adjacent figure with Chainsaw Special Attack, roll the twenty-sided die. If you roll a 1-4, end Edgar's turn immediately. If you roll a 20, that figure is destroyed. If you roll a 5-19, nothing happens and the attack continues. Sabin (suggested figure - Einar Imperium mod) Sabin Figaro Human Martial Artist Disciplined Medium 5 Life: 7 Move: 5 Range: 1 Attack: 4 Defense: 4 Points: 180 Incorrect Blitz Input - Before Sabin attacks with a Special Attack listed on this Army Card, you must roll the twenty-sided die. You must choose the Special Attack you are going to use this turn before rolling and subtract its Attack value from the roll. If you roll a 1 or lower, Sabin may not attack this turn. Pummel Special Attack - Range:1 Attack:2 - Opponent's figures may not roll defense dice against Pummel Special Attack. Aurabolt Special Attack - Range:6 Attack:3 - Choose a straight, 6-hex line in any direction from Sabin. All figures on those hexes are affected by Aurabolt Special Attack. Roll attack dice once for all affected figures. Affected figures roll defense dice separately. Bum Rush Special Attack - Range:Special Attack:7 - All opponent's figures within 2 clear sight spaces of Sabin are affected by Bum Rush Special Attack. Roll attack dice once for all affected figures. Affected figures roll defense dice separately. (might be too much for an Army Card on Sabin now, but I really want all 3 of those attacks on there, and I like Incorrect Blitz Input as it gives more of a reason to just not use Bum Rush all the time). Celes (suggested figure - Kyntela Gwyn mod) Celes Chere Human Soldier Determined Medium 4 Life: 6 Move: 5 Range: 1 Attack: 4 Defense: 3 Points: 90 Runic Blade 6 - If Celes, or any friendly figure adjacent to Celes, is attacked by an Elemental or a Special Attack with the word Fire, Flame, Ice, Blizzard, Water, Lightning, Bolt or Thunder in the title, roll the twenty-sided die. If you roll a 6 or higher, the attack has no effect and you may remove one Wound Marker from Celes' Army Card. Magitek Infused - When Celes attacks with a Special Attack from a Magicite Treasure Glyph, she may roll one additional attack die for each attack. Gau Gau Graham Human Savage Wild Medium 4 Life: 4 Move: 6 Range: 1 Attack: 1 Defense: 2 Points: 100 Leap - Choose an opponent's Unique Hero within 3 clear sight spaces of Gau. Remove Gau from the board and place him on that figure's Army Card. When that figure is destroyed, place Gau on a space that figure occupied, remove all Wound Markers from that figure's Army Card and place it on top of this card. Rage - When there is an Army Card on top of this card, the card on top is considered to be Gau's Army Card. Gau must use all statistics listed on that Army Card instead of this one, may use all Special Powers on that Army Card, and may not use the Leap Special Power. Cyan (suggested figure - Kozuke with sword in front of him) Cyan Garamonde Human Samurai Disciplined Medium 5 Life: 6 Move: 5 Range: 1 Attack: 5 Defense: 3 Points: 120 Sword Technique - If Cyan takes a turn and does not attack, you may place one blue SwordTech Marker on this Army Card, up to a maximum of 3 Markers. Quadra Slice - After Cyan attacks, you may remove a SwordTech Marker from this Army Card to attack again with Cyan. Retort - When Cyan is attacked by a normal attack from an adjacent figure, you may remove 2 SwordTech Markers from this Army Card before rolling defense dice. If you do, all shields rolled by Cyan count as unblockable wounds on the attacking figure. Shadow (suggested figure - non-female Ninja of the Northern Wind) Human Ninja Tricky Medium 4 Life: 6 Move: 7 Range: 1 Attack: 4 Defense: 2 Points: 85 Throw - If Shadow has a Treasure Glyph, you may remove that Treasure Glyph from the game to add 4 to his Range and attack dice this turn. Interceptor 13 - Whenever a figure that is not Relm moves adjacent to or attacks Shadow, you may roll the twenty-sided die. If you roll a 1-12, nothing happens. If you roll a 13 or higher, Shadow takes no damage if he was attacked, and that figure receives one Wound if it is adjacent to Shadow. If you control Relm and she is adjacent to Shadow, she may also use this Special Power. Personal Agenda - After taking a turn with Shadow, roll the twenty-sided die. If you roll a 1, remove Shadow from the board. At the end of each Round that Shadow is removed from the board by this power, you may roll the twenty-sided die. If you roll a 15 or higher, place Shadow on any empty space adjacent to a figure you control. Relm Relm Arrowny Human Artist Precise Small 3 Life: 4 Move: 6 Range: 1 Attack: 2 Defense: 2 Points: 35 Blood of the Magi - Whenever Relm attacks with a Special Attack that has a fixed attack value, she may roll one additional attack die for each attack she makes. Sketch - Instead of attacking, choose a figure within 4 clear sight spaces of Relm. Relm may use any one Special Power on that Army Card until the end of her turn (including Special Attacks). Strago Strago Magus Human Blue Mage Stubborn Medium 4 Life: 7 Move: 4 Range: 1 Attack: 1 Defense: 3 Points: 130 Blood of the Magi - Whenever Strago attacks with a Special Attack that has a fixed attack value, he may roll one additional attack die for each attack he makes. Lore - Whenever a figure attacks with a Special Attack listed on its Army Card within 4 clear sight spaces of Strago, put a purple Lore Marker on its Army Card. Instead of attacking normally, Strago may use any Special Attack on an Army Card that has a Lore Marker on it. Setzer Setzer Gabbianni Human Gambler Flambouyant Medium 4 Life: 5 Move: 5 Range: 4 Attack: 3 Defense: 3 Points: 150 Fixed Dice - When attacking with Setzer, roll Valkyrie dice. All symbols rolled count as additional skulls. Slots - Instead of attacking, you may roll the twenty sided die: - If you roll a 1, destroy Setzer. - If you roll 2-12, remove one wound Marker from Setzer and any adjacent figures you control. - If you roll 13-17, choose up to 3 opponent's figures within 3 clear sight spaces of Setzer. Those 3 figures receive 1 Wound. - If you roll 18 or higher, choose one figure within 3 clear sight spaces of Setzer. That figure is destroyed. Mog Moogle Knight Tricky Small 3 Life: 4 Move: 5 Range: 1 Attack: 3 Defense: 3 Points: 90 Moogle Charm - Opponent's Small, Medium and Large figures must be adjacent to attack Mog or any Unique Hero adjacent to Mog. Dance - Instead of attacking with Mog, you may roll the 20-sided die. If you roll a 13 or higher and:
Sasquatch Hunter Wild Medium 6 Life: 6 Move: 6 Range: 1 Attack: 6 Defense: 6 Points: 165 Berserk - When moving Umaro, Umaro must end his turn adjacent to an opponent's figure if possible, and he must attack if possible. If it is not possible to move adjacent to an opponent's figure, Umaro must move the maximum number of spaces he can, without moving over the same space, and he must end his movement less hexes away from an opponent's figure than he started. Umaro may not move onto a space that would cause his movement to end if he will not have moved the maximum number of spaces he can or he will not end his move adjacent to an opponent's figure unless that is his only possible move. Gogo Unknown Mime Tricky Medium 4 Life: 5 Move: 5 Range: 1 Attack: 1 Defense: 2 Points: 100 Mimic - On Gogo's turn, he may use Special Powers listed on any Army Card you control that has revealed Order Markers on it. Copy - Gogo is considered to be all Races, Classes and Personalities. At the beginning of the game, put a gray Copy Marker on a Unique Hero's Army Card you control other than this one. During his turn, Gogo may use any Special Powers listed on that Army Card. Banon Unique Hero Human Leader Resolute Medium 5 Life: 5 Move: 5 Range: 1 Attack: 1 Defense: 3 Points: 80 Health - Instead of attacking, you may remove one Wound Marker from Banon's Army Card and also from the Army Card of any friendly Unique Hero that is adjacent to Banon. Final Fantasy Bosses
Spoiler Alert!
Ultros Unique Hero (double spaced) Octopus Boss Tricky Large 7 Life: 8 Move: 6 Range: 1 Attack: 5 Defense: 4 Points: 250 Amphibious - Ultros may roll 1 additional attack die and 2 additional defense dice when on a water space. Ultros does not have to stop his movement on water spaces, and may add 1 to his movement if he begins his turn on a water space. Tentacle Special Attack - Range: 2 Attack: 4 - When Ultros attacks with his Tentacle Special Attack, he may attack 8 times. Reduce the number of times he can attack with Tentacle Special Attack by 1 for each Wound Marker on this Army Card. Ultros may not attack the same figure more than twice during a turn with Tentacle Special Attack, and may not attack a figure whose base is more than 5 levels above his height or below his base, unless he is adjacent to that figure. Death Gaze Unique Hero Demon Boss Terrifying Huge 10 Life: 9 Move: 7 Range: 1 Attack: 7 Defense: 5 Points: 280 Gaze of Death - Instead of attacking, Death Gaze may use the Death Spell from the Magic Chart without any Magic Markers. When Death Gaze uses the Death Spell, you may choose up to 3 other figures within 2 clear sight spaces of the chosen figure to also be affected by the Death spell. Roll separately for each affected figure. Retreat 9 - After moving and before attacking with Death Gaze, you must roll the 20-sided die. If you roll a 9 or higher, Death Gaze may attack this turn. If you roll 8 or lower, Death Gaze may not attack this turn and may immediately move up to 6 spaces. Death Gaze may not end this move adjacent to an opposing figure. Stealth Flying Cindy Unique Hero Human Boss Relentless Small 3 Life: 6 Move: 5 Range: 1 Attack: 2 Defense: 3 Points: 100 Enhanced Black Magic Lv. 3 - At the beginning of each round, place Magic Markers on this Army Card until there are a total of 6. Instead of attacking, Cindy may use any Black Magic spells from the Magic Chart of Level 3 or below, or the spell Bio. When Cindy targets a figure you control with a Special Attack, she may roll 2 additional attack dice for that attack. Magus Sisters - When you reveal an Order Marker on this Army Card, you may immediately move Sandy and Mindy up to 5 spaces, or instead of taking a turn with Cindy, you may take a turn with Sandy or Mindy if you control them. Mindy Unique Hero Human Boss Tricky Medium 4 Life: 8 Move: 5 Range: 1 Attack: 5 Defense: 2 Points: 100 Reraise - Instead of attacking, if Sandy or Cindy is destroyed, you may remove all Wound Markers from each of their Army Cards and place them on an empty space adjacent to Mindy. Reraise does not affect Sandy or Cindy if they are not destroyed. Magus Sisters - When you reveal an Order Marker on this Army Card, you may immediately move Sandy and Cindy up to 5 spaces, or instead of taking a turn with Mindy, you may take a turn with Sandy or Cindy if you control them. Sandy Unique Hero Human Boss Disciplined Medium 6 Life: 7 Move: 5 Range: 1 Attack: 1 Defense: 3 Points: 100 Enhanced White Magic Lv. 3 - At the beginning of each round, place Magic Markers on this Army Card until there are a total of 6. Instead of attacking, Sandy may use any White Magic spells from the Magic Chart of Level 3 or below, or the spell Reflect. Magus Sisters - When you reveal an Order Marker on this Army Card, you may immediately move Cindy and Mindy up to 5 spaces, or instead of taking a turn with Sandy, you may take a turn with Cindy or Mindy if you control them. Gilgamesh Unique Hero Unknown Boss Confused Large 6 Life: 10 Move: 6 Range: 1 Attack: 5 Defense: 4 Points: 275 Genji Glove - When Gilgamesh attacks with his normal attack, he may attack one additional time. Jump Special Attack - Range:3 Attack: 7 - If Gilgamesh has exactly 2 revealed Order Marker on his army card, he must attack with this Special Attack, and cannot use it otherwise. If Gilgamash destroys the figure he attacks with Jump Special Attack, place Gilgamesh on the space that figure previously occupied. If Gilgamesh does not destroy the figure, place Gilgamesh on any empty space adjacent to that figure, if able. If there is no such space, Gilgamesh receives 1 wound and remains where he is. Zantetsuken / Excalipar Special Attack - Range: 1 Attack:Special - If Gilgamesh has exactly 3 revealed Order Markers on his army card, he must attack with this Special Attack and may not use it otherwise. Roll the 20-sided die. If you roll a 17 or higher, roll 12 dice for this attack. If you roll a 16 or lower, roll 1 die for this attack. Final Fantasy IV
Spoiler Alert!
Kain (Original - suggested figure, Tarn Viking with Spear repaint) Kain Highwind Human Dragoon Conflicted Medium 5 Life: 6 Move: 6 Range: 1 Attack: 4 Defense: 5 Points: 175 Jump Special Attack - Range:3 Attack:7 - If Kain destroys the figure he attacks with Jump Special Attack, place Kain on the space that figure previously occupied. If Kain does not destroy the figure, place Kain on any empty space adjacent to that figure, if able. If there is no such space, Kain receives 1 wound and remains where he is. Kain may not attack adjacent figures with Jump Special Attack. Cid Cid Pollendina Human Engineer Precise Medium 5 Life: 5 Move: 4 Range: 1 Attack: 5 Defense: 4 Points: 130 Analyze - Instead of attacking, choose an opponent's figure within 5 clear sight spaces of Cid. Your opponent must show you all unrevealed Order Markers on that figure's Army Card. Risk Strike 12 - After moving and before attacking, you may roll the twenty-sided die. If you roll a 12 or higher, Cid may roll 3 additional attack dice this turn. If you roll 1-11, Cid's turn ends immediately. Yang (suggested figure - Shaolin Monk repaint) Yang Fang Leiden HumanMonk Disciplined Medium 4 Life: 7 Move: 6 Range: 1 Attack: 5 Defense: 4 Points: 110 Kick Special Attack - Range:2 Attack:3 - Choose a figure to attack whose base is no more that 5 levels higher or lower than Yang's level. All figures adjacent to the chosen figure are also affected by Kick Special Attack. Roll attack dice once for all affected figures. Affected figures roll defense dice separately. Cover and Counter - When a figure adjacent to Yang is attacked by a normal attack from an adjacent figure, you may choose to have Yang affected by the attack instead. If you do, all excess shields rolled by Yang count as unblockable hits on the attacking figure. Golbez Theodor Harvey Half-Lunarian Dark Knight Arrogant Medium 5 Life: 7 Move: 5 Range: 1 Attack: 4 Defense: 4 Points: 200 Black Magic Lv. 4 - At the beginning of each round, place Magic Markers on this Army Card until there are a total of 4. Instead of attacking, Golbez may use any Black Magic spell from the Magic Chart of Level 4 or below. Taunt 9 - Instead of attacking, choose one figure within 6 clear sight spaces of Golbez and roll the twenty-sided die. If the figure is a Hero, subtract 7 from the roll. If you roll a 9 or higher, until you reveal another Order Marker on Golbez, all opponent's figures with the same name as the chosen figure may not target any figure other than Golbez with a normal attack. Pressure 15 - Instead of attacking, choose one figure within 4 clear sight spaces of Golbez and roll the twenty-sided die. If you roll a 15 or higher, remove all unrevealed Order Markers from that figure's Army Card. Cecil (Sir Denrick with a cape and white hair..?) Cecil Harvey Lunarian Paladin Valiant Medium 5 Life: 7 Move: 5 Range: 1 Attack: 6 Defense: 5 Points: 200 White Magic Lv. 2 - At the beginning of each round, place Magic Markers on this Army Card until there are a total of 2. Instead of attacking, Cecil may use any White Magic spells from the Magic Chart of Level 2 or below. Cover - When a figure adjacent to Cecil is targeted by an attack from a non-adjacent figure, you may choose for Cecil to be affected by the attack instead. If the targeted figure is Rosa or Ceodore, Cecil must be affected instead. Cecil (repainted Hawthorne or Knight of Weston) Cecil Harvey Half-Lunarian Dark Knight Loyal Medium 5 Life: 6 Move: 5 Range: 1 Attack: 5 Defense: 4 Points: 120 Dark Wave Special Attack - Range: 4 Attack: 4 - Choose a figure to attack. All figures adjacent to the chosen figure are also affected by Dark Wave Special Attack. Roll attack dice once for all affected figures. Affected figures roll defense dice separately. After using Dark Wave Special Attack, Cecil receives 1 Wound. Rosa Rosa Farrell Human White Mage Merciful Medium 4 Life: 5 Move: 5 Range: 7 Attack: 3 Defense: 2 Points: 130 White Magic Lv. 5 - At the beginning of each round, place Magic Markers on this Army Card until there are a total of 5. Instead of attacking, Rosa may use any White Magic spells from the Magic Chart of Level 5 or below. Aim - When attacking with Rosa, you may choose to roll 2 less attack dice. If you do, your opponent may not roll defense dice against the attack. Blessing 8 - Instead of attacking, you may roll the twenty-sided die. If you roll 8 or higher, remove 1 Wound Marker from and place 1 Magic Marker (if possible) on Rosa and any adjacent friendly figures. Ceodore Ceodore Harvey Half-Lunarian Soldier Confident Medium 4 Life: 6 Move: 5 Range: 4 Attack: 4 Defense: 4 Points: 140 White Magic Lv. 4 - At the beginning of each round, place Magic Markers on this Army Card until there are a total of 4. Instead of attacking, Ceodore may use any White Magic spells from the Magic Chart of Level 4 or below. Awaken - Instead of attacking, remove all Wound Markers from this Army Card. For the remainder of the round, Ceodore may move 2 additional spaces and roll two additional attack and defense dice. At the end of the round, place Wound Markers on this Army Card until there are a total of 5. Edward (repainted Chardris without his Fireball) Prince Edward Chris von Muir Human Bard Resolute Medium 5 Life: 6 Move: 6 Range: 4 Attack: 2 Defense: 2 Points: 110 Dream Harp 15 - When Edward attacks an opponent's figure, roll the twenty-sided die. If you roll a 15 or higher, remove all unrevealed Order Markers from that figure's Army Card. Bardsong - Instead of attacking, roll the twenty-sided die: - If you roll a 1-12, remove 1 Wound Marker from Edward and all adjacent figures. - If you roll a 13 or higher, remove up to 2 Wound Markers from Edward and all adjacent figures. Salve - Instead of attacking, if Edward has a Treasure Glyph, you may remove it from the game and remove up to 3 Wound Markers from Edward and all adjacent figures. Escape - Instead of attacking, remove Edward from the board, place him on his Army Card, and place a black Escape marker on the space he occupied. Edward is still considered in the game and you may still place Order Markers on his Army Card. Before taking a turn with Edward, if his figure is on this Army Card and he is not destroyed, remove the Escape marker from the board and place him on that space. If Edward is the only figure remaining in your army, immediately remove the Escape marker from the board and place him on that space. Tellah Human Sage Stubborn Medium 4 Life: 4 Move: 5 Range: 1 Attack: 1 Defense: 2 Points: 60 White and Black Magic Lv. 3 - At the beginning of each round, place Magic Markers on this Army Card until there are a total of 3. Instead of attacking, Tellah may use any White or Black Magic spells from the Magic Chart of Level 3 or below. Meteor Sacrifice - Instead of attacking, Tellah may use the Meteor spell from the Magic Chart without removing any Magic Markers. Whenever Tellah uses Meteor Sacrifice, always destroy Tellah at the end of his turn. Porom Human White Mage Merciful Medium 4 Life: 6 Move: 5 Range: 1 Attack: 1 Defense: 3 Points: 150 White Magic Lv. 5 - At the beginning of each round, place Magic Markers on this Army Card until there are a total of 5. Instead of attacking, Porom may use any White Magic spells from the Magic Chart of Level 5 or below. Pray 7 - Instead of attacking, you may roll the twenty-sided die. If you roll 7 or higher, remove 1 Wound Marker from Porom and any adjacent friendly figures (if able). Twincast - Instead of attacking, if Palom is within 3 clear sight spaces of Porom and has an unrevealed Order Marker on his Army Card that is not the X, you may reveal that Order Marker and remove all Magic Markers from both Palom and Porom, and then use one Twincast spell from the Magic Chart. Palom Human Black Mage Arrogant Medium 4 Life: 6 Move: 5 Range: 1 Attack: 1 Defense: 3 Points: 150 Black Magic Lv. 5 - At the beginning of each round, place Magic Markers on this Army Card until there are a total of 5. Instead of attacking, Palom may use any Black Magic spells from the Magic Chart of Level 5 or below. Bluff 7 - Instead of attacking, you may roll the twenty-sided die. If you roll 7 or higher, you may roll one additional attack die when using any Special attack until the end of the round. Twincast - Instead of attacking, if Porom is within 3 clear sight spaces of Palom and has an unrevealed Order Marker on her Army Card that is not the X, you may reveal that Order Marker and remove all Magic Markers from both Palom and Porom, and then use one Twincast spell from the Magic Chart. Edge King Edward Geraldine Human Ninja Confident Medium 4 Life: 6 Move: 7 Range: 1 Attack: 4 Defense: 3 Points: 190 Ambidextrous - When Edge attacks with a normal attack and does not use the Throw Special Power, he may attack one additional time. Steal 13 - Instead of attacking, Edge may choose an adjacent figure that has a Treasure Glyph and roll the twenty-sided die. If you roll a 13 or higher, Edge takes the Treasure Glyph from that figure. Throw - If Edge has a Treasure Glyph, you may remove that Treasure Glyph from the game to add 4 to his Range and attack dice this turn. Ninjitsu Master - At the beginning of each round, place Magic Markers on this Army Card until there are a total of 3. Instead of attacking, Edge may use any Ninjitsu spell from the Magic Chart. Rydia Human Summoner Resolute Medium 4 Life: 5 Move: 5 Range: 2 Attack: 3 Defense: 3 Points: 160 Chain Whip 15 - When Rydia attacks an opponent's figure, roll the twenty-sided die. If you roll a 15 or higher, you may remove one Order Marker from that figure's Army Card at random. Black Magic Lv. 5 - At the beginning of each round, place Magic Markers on this Army Card until there are a total of 5. Instead of attacking, Rydia may use any Black Magic spells from the Magic Chart of Level 5 or below. Eidolon Summon - When Rydia is included in your Army, before the game begins you may reveal as many Eidolon Army Cards that are not in your Army as you wish. You may not place Order Markers on these Army Cards. Instead of attacking, Rydia may use any Special Attack on any of these Army Cards by removing Magic Markers from her Army Card equal to the first number of the Point Value of the Eidolon Army Card she is using, and replacing the Eidolon's name with "Rydia" when applicable. FuSoYa Lunarian Sage Disciplined Medium 4 Life: 6 Move: 5 Range: 1 Attack: 1 Defense: 2 Points: 200 White and Black Magic Lv. 5 - At the beginning of each round, place Magic Markers on this Army Card until there are a total of 5. Instead of attacking, FuSoYa may use any White or Black Magic spells from the Magic Chart of Level 5 or below. Spirit - Instead of attacking, FuSoYa may activate Spirit. Remove one Wound Marker from FuSoYa and each figure adjacent to FuSoYa. For the rest of the round, whenever you reveal an Order Marker, remove one Wound Marker from FuSoYa and each figure adjacent to FuSoYa. Once Spirit is activated, FuSoYa may not take anymore turns for the rest of the round. Kain (Holy Dragoon Version) Kain Highwind Human Holy Dragoon Resolute Medium 5 Life: 6 Move: 7 Range: 1 Attack: 4 Defense: 5 Points: 200 Jump Special Attack - Range:3 Attack:7 - If Kain destroys the figure he attacks with Jump Special Attack, place Kain on the space that figure previously occupied. If Kain does not destroy the figure, place Kain on any empty space adjacent to that figure, if able. If there is no such space, Kain receives 1 wound and remains where he is. Kain may not attack adjacent figures with Jump Special Attack. White Magic Lv. 2 - At the beginning of each round, place Magic Markers on this Army Card until there are a total of 2. Instead of attacking, Cecil may use any White Magic spells from the Magic Chart of Level 2 or below. Ursula Ursula Fang Leiden HumanMonk Disciplined Medium 4 Life: 5 Move: 6 Range: 1 Attack: 4 Defense: 3 Points: 100 Kick Special Attack - Range:2 Attack:3 - Choose a figure to attack whose base is no more that 5 levels higher or lower than Ursula's level. All figures adjacent to the chosen figure are also affected by Kick Special Attack. Roll attack dice once for all affected figures. Affected figures roll defense dice separately. Chakra - Instead of attacking, you may choose a unique hero adjacent to Ursula and roll the 20-sided die. On a roll of 6 or higher, remove one wound marker from the chosen hero's Army Card. Tetsuken - When attacking normally with Ursula, you may choose to roll 1 less attack die. If you do, roll the 20-sided die. If you roll a 14 or higher, the defending figure may not roll defense dice against Ursula this turn. Ifrit Eidolon Subject Wild Huge 8 Life: 5 Move: 9 Range: 4 Attack: 9 Defense: 7 Points: 390 Eidolon Superiority - No markers may be placed on this Army Card except Wound Markers and Order Markers. Lava Resistant - Ifrit never rolls for lava field or molten lava damage and does not have to stop his movement when he moves onto a molten lava space. Flame Wielder - Instead of attacking, Ifrit may use any spell from the Magic Chart with "Fire" in the title. If Ifrit is attacked by a Special Attack with "Fire" or "Flame" in the title, instead of adding Wound Markers for each wound inflicted, you may remove them from his Army Card. Hellfire Special Attack - Range: Special Attack: 8 - Any figure affected by Hellfire Special Attack that has a Special Power on their Army Card with "Snow" or "Ice" in the title rolls 2 fewer defense dice. All oponent's figures within 3 spaces of Ifrit are affected by Hellfire Special Attack. Roll attack dice once for all affected figures. Affected figures roll defense dice separately. Final Fantasy Monsters
Spoiler Alert!
Cactuar Cactuar Uncommon Hero Monster Wild Small 3 Life: 2 Move: 7 Range: 1 Attack: 1 Defense: 7 Points: 50 Retreat 19 - After moving and before attacking with this Cactuar, you must roll the 20-sided die. If you roll a 19-20, this Cactuar may attack this turn. If you roll 18 or lower, this Cactuar may not attack this turn and may immediately move 4 spaces. This Cactuar never takes leaving engagement attacks when moving due to Retreat and may not end this move adjacent to an opposing figure. 1,000 Needles Special Attack - Range: 2 Attack: 10 - Figures may not roll defense dice against 1,000 Needles Special Attack. Malboro Malboro Uncommon Hero Monster Terrifying Large 7 Life: 6 Move: 5 Range: 1 Attack: 4 Defense: 4 Points: 150 Bad Breath - Instead of attacking, you may choose a figure within 2 clear sight spaces of this Malboro. Any figure within 2 clear sight spaces of the chosen figure is also affected by Bad Breath. Roll the 20-sided die once for each figure affected: -On a roll of 1-8, nothing happens -On a roll of 9-13, place 1 wound marker on that figure's Army Card and roll for Bad Breath again. -On a roll of 14-18, remove all Order Markers from that figure's Army Card and roll for Bad Breath again. -On a roll of 19-20, if the figure is a unique hero, take temporary control of the figure. Control returns to the owner when the figure receives a wound from something other than Bad Breath. Roll for Bad Breath again. Classic Scape Continuance Figures
Spoiler Alert!
Green Wyrmling Ullar Dragon Common Hero Wyrmling Valiant Small 3 Life: 1 Move: 5 Range: 1 Attack: 3 Defense: 5 Points: 30 Fledging Counterstrike - When rolling defense dice against a normal attack from an adjacent attacking figure and excess shields are rolled, the attacking figure receives 1 wound. Wyrmling Bonding - After revealing an order marker on a Green Wyrmling Army Card, before taking that Green Wyrmling's turn, you may take a turn with one other Wyrmling you control. Flying ____________________________________________ Ardynale (Jorhdawn's mother) Ullar Elf Unique Hero Wizard Tricky Medium 4 Life: 6 Move: 5 Range: 1 Attack: 3 Defense: 2 Points: 100 Dancing Flames Special Attack - Range: 6 Attack: 1+Special - When Ardynale attacks with Dancing Flames Special Attack, she may attack 2 additional times. Add one to Ardynale's attack dice for every additional Elf Wizard you control within 3 clear sight spaces of Ardynale, up to a maximum of +2 dice. ________________________________________________________ Fangir Scaleback Ullar Lizardfolk Unique Hero Warlord Confident Medium 6 Life: 5 Move: 6 Range: 1 Attack: 4 Defense: 4 Points: 120 Double Attack - When Fangir Scaleback attacks, he may attack one additional time. Scaled Hide - When Fangir Scaleback receives exactly one wound from an attack by an opponent's figure, ignore that wound. ________________________________________________________ N'hah Scrih Hunters Valkrill Human Common Squad (3 figures) Hunters Fearless Medium 4 Life: 1 Move: 6 Range: 1 Attack: 3 Defense: 4 Points: 75 Fearless Advantage - A N'hah Scrih Hunter rolls an additional die when attacking or defending against large or huge figures. Dragon Hatred - When a N'hah Scrih Hunter you control attacks a Dragon and inflicts at least one wound, roll the 20-sided die. If you roll a 12 or higher, the Dragon receives 1 additional wound. ________________________________________________________ Dreadgul Warriors Einar Human Unique Squad (4 figures) Warriors Wild Medium 5 Life: 1 Move: 4 Range: 1 Attack: 3 Defense: 5 Points: 90 Berserker Charge - After moving and before attacking, roll the 20-sided die. If you roll a 15 or higher, you may move all Dreadgul Warriors again. Combat Distraction - Figures you control that begin their turn adjacent to a Dreadgul Warrior that you control are never attacked when leaving an engagement. ____________________________________________________________ Skeletal Slashers Utgar Undead Common Squad (3 figures) Warriors Terrifying Medium 4 Life: 1 Move: 5 Range: 1 Attack: 3 Defense: 3 Points: 50 Skeletal Remains - Begin the game with 1 Skeleton marker for each Skeletal Slasher you control. Whenever a Skeletal Slasher you control is destroyed, place a Skeleton marker on the hex it previously occupied, if able. Skeleton markers may only be placed on empty spaces. It requires 1 extra movement for a small or medium figure to move onto a space containing a Skeleton marker, and they must end their movement there. If a figure ends its movement on a space with a Skeleton marker, remove the marker from that space. Removed markers may be used again. Reanimation - After taking a turn with a Lord or Shaman that you control, you may replace one Skeleton marker within 3 clear sight spaces of that Lord or Shaman with one of your previously destroyed Skeletal Slashers if able. Replaced Skeleton markers may be used again for the Skeletal Remains Special Power. Skeletal Riders Utgar Undead Common Squad (3 figures, double-spaced) Hunters Terrifying Large 5 Life: 1 Move: 8 Range: 1 Attack: 3 Defense: 6 Points: 120 Rider Reanimation - Whenever a Skeletal Rider you control is destroyed, you may immediately place one of your previously destroyed Skeletal Slashers on either of the hexes that Skeletal Rider occupied. Cavalry Charge - A Skeletal Rider is never attacked when leaving an engagement with a small or medium figure that was not engaged with it prior to moving. Shaman of Morindan Unique Hero - Utgar Human Shaman Tricky Medium 4 Points: 85 Life: 4 Move: 5 Range: 6 Attack: 2 Defense: 3 Raise the Dead - After taking a turn with the Shaman of Morindan, you may roll the 20-sided die once for every adjacent, empty, same level space. If you roll a 16 or higher, you may place one of your previously destroyed undead small or medium common squad figures on that space. Like battle reports? Click Tourney Reports (New 10/21/2012 - Cutters / Brutes!) KC's Maps Click KC's Customs Scaper of the Week #57 Last edited by killercactus; September 16th, 2011 at 11:39 AM. |
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