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  #313  
Old August 10th, 2018, 05:30 PM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: Heroscaper 101's bestiary

Quote:
Originally Posted by superfrog View Post
It's pretty good, although very different than your other versions. Any reasoning for the big changes?
Gladiator Life Debt is for gladiator heroes and it is easier to describe than Gladiator Life Debt. His Offensive Formation is an ability now instead of a special power, it gives 1 additional attack die only if Deimos attacks alone.
The final ability Spartans Rage, it gives you a total of 3 attacks for Deimos.

Last edited by Heroscaper 101; August 10th, 2018 at 07:31 PM.
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  #314  
Old August 10th, 2018, 05:40 PM
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Re: Heroscaper 101's bestiary

I can tell what the powers do. My question was more why you decided to change the powers?
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  #315  
Old August 10th, 2018, 07:42 PM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: Heroscaper 101's bestiary

Quote:
Originally Posted by superfrog View Post
I can tell what the powers do. My question was more why you decided to change the powers?
It was to give the card more balance and more fun to play with. The old Offensive Formation was like Siege's Crag of Steel. A special power like that deserves to be bequeathed to a armored figure.
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  #316  
Old August 10th, 2018, 08:05 PM
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Re: Heroscaper 101's bestiary

Nice use of "bequeathed". One of my favorite words.

The figure looks like he's completely covered in chain mail, with a cloak on top.
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  #317  
Old August 10th, 2018, 09:37 PM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: Heroscaper 101's bestiary

Name = Sir Yaren
General = Jandar
Planet = Earth
Species = Human
Uniquity = Unique
Type = Hero
Class = Knight
Personality = Valiant
Size = Medium
Height = 5

Master Stats
Life = 6
Move = 8
Range = 1
Attack = 3
Defense = 4

Basic Stats
Move = 8
Range = 1
Attack = 4
Defense = 3

Points = 145
(Single Spaced)

Knight's Courage
Add 1 to Sir Yaren' attack dice for every Knight you control within 4 clear sight spaces of Sir Yaren up to a maximum of +3 dice.

Knight's Valor
Add 1 to Sir Yaren' defense dice for every Knight you control within 4 clear sight spaces of Sir Yaren up to a maximum of +3 dice.

Tactical Disengagement 7
When Sir Yaren receives one or more wounds from a leaving engagement attack, immediately roll the 20-sided die. If you roll a 7 or higher, ignore any wounds from that leaving engagement attack.

Number of Figures = 1
  • Targeting Point = Head
  • Grey Area = Sword & Shield
_________________________________________________________________

-Rulings and Clarifications-
Q. TACTICAL DISENGAGEMENT 7 : Multiple Wounds
After Sir Yaren is dealt multiple disengagement wounds from a single figure (such as a Knight of Weston, with his COWARD'S REWARD Special Power), does one successful roll of the d20 for Yaren's TACTICAL DISENGAGEMENT 7 allow him to ignore both wounds just dealt, or must he roll again to escape the second wound?
A. Only one successful d20 roll is necessary to ignore any number of disengagement wounds from a single figure. If
Sir Yaren disengages from multiple figures in a single move, he will have to roll the d20 once for each figure, regardless of how many wounds would have been dealt.
_________________________________________________________________

-Combinations and Synergies-

Synergy Benefits Received
- CONCAN THE KYRIE WARRIOR : Knight and Sentinel Enhancement
As a Knight, Sir Yaren may benefit from Concan the Kyrie Warrior’s KNIGHT AND SENTINEL ENHANCEMENT attack and defense bonus.

- KNIGHTS OF WESTON
: Knight's Courage
As Knights, the Knights of Weston may aid Sir Yaren with his Knight's Courage Attack Enhancement.

-
TEMPLAR CAVALRY : Knight's Courage
As Knights, the Templar Cavalry may aid Sir Yaren with his Knight's Courage Attack Enhancement.

-
PHANTOM KNIGHTS :
Knight's Courage
As Knights, the Phantom Knights may aid Sir Yaren with his Knight's Courage Attack Enhancement.
Synergy Benefits Offered
- 4th MASSACHUSETTS LINE : Valiant Army Defense Bonus
Having a Valiant personality, Sir Yaren may aid the 4th Massachusetts Line with their VALIANT ARMY DEFENSE BONUS.

C3V and SoV Custom Synergies
Spoiler Alert!


The figure used for this unit is Zhentarim Soldier from the Wizards of the Coast D&D Set. The name and model number is Zhentarim Soldier Lords of Madness #060.
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  #318  
Old August 12th, 2018, 07:08 PM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: Heroscaper 101's bestiary

Name = Count Strahd Von Zarovich
General = Valkrill
Planet = Feylund
Species = Undead
Uniquity = Unique
Type = Hero
Class = Lord
Personality = Terrifying
Size = Medium
Height = 4

Master Stats
Life = 6
Move = 8
Range = 1
Attack = 5
Defense = 4

Basic Stats
Move = 8
Range = 1
Attack = 3
Defense = 4

Points = 165
(Single Spaced)

Soul Drain
Each time Count Strahd Von Zarovich destroys an squad figure, you may remove a wound marker from this Army Card. When Count Strahd Von Zarovich destroys an hero figure, you may remove 2 wound markers from this Army Card.

Icy Stare 12
After moving and before attacking, choose any figure adjacent to Count Strahd Von Zarovich. Roll the 20-sided die. If you roll a 12 or higher, the chosen figure cannot roll any defense dice if attacked by Count Strahd Von Zarovich this turn.

Stealth Flying
When counting spaces for Count Strahd Von Zarovich’s movement, ignore elevations. Count Strahd Von Zarovich may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Count Strahd Von Zarovich starts to fly, if he is engaged he will not take any leaving engagement attacks.

Number of Figures = 1
  • Targeting Point = Head
  • Grey Area = Staff
_________________________________________________________________

-Rulings and Clarifications-
- STEALTH FLYING : Walking Away From Engagements
Does Count Strahd Von Zarovich have disengage when walking?
No. If Count Strahd Von Zarovich's flying power is negated, or if he decides to walk away from an engagement, he will take any leaving engagement strikes. If Count Strahd Von Zarovich begins his move engaged and chooses to fly, he will not take any leaving engagement swipes.

- SOUL DRAIN : Destroying your own figure
If I control Count Strahd Von Zarovich and use him to destroy another figure I control, will Life Drain still remove a wound marker?
Yes. Life Drain states "Each time Count Strahd Von Zarovich Destroys a figure...." it does not specify that it has to be an enemy figure.

- Combinations and Synergies -

Synergy Benefits Offered
N / A
Synergy Benefits Received
Zombie Hulk : Paralyzing Fear
As an Undead figure,
Count Strahd Von Zarovich may be aided by Zombie Hulks's PARALYZING FEAR special ability
Synergy Imposed

Ana Karithon : Turn Undead Special Attack
As an Undead figure, Count Strahd Von Zarovich is subject to Ana Karithon’s TURN UNDEAD SPECIAL ATTACK

Van Nessing : Divine Mission
As an Undead figure, Count Strahd Von Zarovich is subject to Van Nessing’s +2 attack die when Van Nessing takes another turn using DIVINE MISSION.

The figure used for this unit is Count Strahd Von Zarovich from the Wizards of the Coast D&D Set. The name and model number is Count Strahd Von Zarovich, Vampire Unhallowed #035.
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  #319  
Old August 14th, 2018, 01:56 AM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: Heroscaper 101's bestiary

Name = Sir Veilron
General = Jandar
Planet = Earth
Species = Human
Uniquity = Unique
Type = Hero
Class = Knight
Personality = Valiant
Size = Large
Height = 6

Master Stats
Life = 6
Move = 8
Range = 1
Attack = 4
Defense = 4

Basic Stats
Move = 8
Range = 1
Attack = 3
Defense = 3

Points = 150
(Single Spaced)

Aerial Charge
Sir Veilron receives 2 additional dice when attacking any figure that was at least 6 hexes away at the start of his turn.

Knight's Courage
Add 1 to Sir Veilron' attack dice for every Knight you control within 4 clear sight spaces of Sir Veilron up to a maximum of +3 dice.

Flying
When counting spaces for Sir Veilron's movement, ignore elevations. Sir Veilron may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Sir Veilron starts to fly, if he is engaged he will take any leaving engagement attacks.

Number of Figures = 1
  • Targeting Point = Head
  • Grey Area = Lance
_________________________________________________________________
-Rulings and Clarifications-
  • - AERIAL CHARGE/KNIGHT'S COURAGE : Stacking the attack bonuses
    Can you use 2 different special powers at the same time? For example, if you move 6 spaces to reach an opponent’s figure, can you roll 6 attack dice (4 for the base attack +2 for Aerial Charge, +1 for Knight's Courage)?
    Yes. You could even roll 7 attack dice if you managed to gain height advantage over that poor defenseless figure. (Hasbro FAQ)
_________________________________________________________________

-Combinations and Synergies-

Synergy Benefits Received
- CONCAN THE KYRIE WARRIOR : Knight and Sentinel Enhancement
As a Knight, Sir Veilron may benefit from Concan the Kyrie Warrior’s KNIGHT AND SENTINEL ENHANCEMENT attack and defense bonus.

- KNIGHTS OF WESTON
: Knight's Courage
As Knights, the Knights of Weston may aid Sir Veilron with his Knight's Courage Attack Enhancement.

-
TEMPLAR CAVALRY : Knight's Courage
As Knights, the Templar Cavalry may aid Sir Veilron with his Knight's Courage Attack Enhancement.

-
PHANTOM KNIGHTS :
Knight's Courage
As Knights, the Phantom Knights may aid Sir Veilron with his Knight's Courage Attack Enhancement.
Synergy Benefits Offered
- 4th MASSACHUSETTS LINE : Valiant Army Defense Bonus
Having a Valiant personality, Sir Veilron may aid the 4th Massachusetts Line with their VALIANT ARMY DEFENSE BONUS.
C3V and SoV Custom Synergies
Spoiler Alert!

The figure used for this unit is Reclamation Sky Cavalry from pathfinder D&D Set. The name and model number is Reclamation Sky Cavalry Crown of Fangs.

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  #320  
Old August 16th, 2018, 07:12 PM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: Heroscaper 101's bestiary

Name = Thrallmar
General = Utgar
Planet = Toril
Species = Orc
Uniquity = Unique
Type = Hero
Class = Warchief
Personality = Merciless
Size = Medium
Height = 5

Master Stats
Life = 5
Move = 6
Range = 1
Attack = 4
Defense = 4

Basic Stats
Move = 6
Range = 1
Attack = 5
Defense = 5

Points = 140
(Single Spaced)

Orc Battle Charge
At the start of the first round of a game, after all order markers have been placed, you may move Thrallmar or any orc squad or orc heroes that you control up to 6 spaces each. Orc Battle Charge must end on a empty space.

Orc Attack Aura 1
All Orc figures within 4 clear sight spaces of Thrallmar add 1 to their attack dice. Thrallmar's Orc Attack Aura does not affect Thrallmar.

Orc Defensive Aura 1
All Orc figures within 4 clear sight spaces of Thrallmar add 1 to their defense dice. Thrallmar's Orc Defensive Aura does not affect Thrallmar.

Number of Figures = 1
  • Targeting Point = Head
  • Grey Area = Lance
_________________________________________________________________
-Rulings and Clarifications-
Orc Battle Rush: Glyphs

Q: May I use Orc Battle Charge to land on a glyph?
A: No, when using Orc Battle Charge, you must end the orc's movement on an empty space, and spaces with glyphs on them are not considered empty.
_________________________________________________________________
-Combinations and Synergies-

Synergy Benefits Received

Nerak the Glacian Swog Rider: Orc Defensive Aura 1
As Orcs, Thrallmar may benefit from Nerak the Glacian Swog Rider’s ORC DEFENSIVE AURA 1.

- ORNAK : Red Flag of Fury
As a unique hero that follows Utgar, Thrallmar may benefit from Ornak’s RED FLAG OF FURY activation synergy.

Synergy Benefits Offered

Orc Attack Aura 1 / Orc Defensive Aura 1 : Orc Units
C3V and SoV Custom Synergies
Spoiler Alert!

The figure used for this unit is Orc Warchief from the Wizards of the Coast D&D Set. The name and model number is Orc Warchief Lords of Madness #037.

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  #321  
Old September 4th, 2018, 12:26 AM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: Heroscaper 101's bestiary

Name = Dread Skull Scorpions
General = Aquilla
Planet = Valhalla
Species = Arachnid
Uniquity = Common
Type = Squad
Class = Hunters
Personality = Wild
Size = Small
Height = 2

Master Stats
Life = 1
Move = 7
Range = 1
Attack = 2
Defense = 2

Basic Stats
Move = 7
Range = 1
Attack = 3
Defense = 2

Points = 45
(Single Spaced)

Exoskeleton
At the start of the game, place 1 copper Exoskeleton marker on a Dread Skull Scorpions Army Card for each Dread Skull Scorpions figure in your Army. After a Dread Skull Scorpions rolls defense dice against a normal attack, you may remove 1 Exoskeleton marker from its Army Card to ignore all wounds inflicted by that attack.

Exoskeleton Smash
When attacking or defending, Dread Skull Scorpion receive one extra die for each exoskeleton marker on Dread Skull Scorpions Army Card.

Climb X3
When moving up or down levels of terrain, Dread Skull Scorpions may triple their height.

Number of Figures = 2
  • Targeting Point = Head
  • Grey Area = None
_________________________________________________________________
-Rulings and Clarifications-
  • N/A
_______________________________________________________________
-Combinations and Synergies-

Synergy Benefits Received
  • N/A
C3V and SoV Custom Synergies
Spoiler Alert!

The figures used for this squad unit is Stormclaw Scorpion from the Wizards of the Coast D&D Set. The name and model number is Stormclaw Scorpion Lords of Madness #048.
The figure used for this unit is Giant Scorpion from Auggies Wizkids D&D Set. The name and model number is Giant Scorpion Tomb of Annihilation #029.



Last edited by Heroscaper 101; September 15th, 2018 at 09:25 PM.
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  #322  
Old September 11th, 2018, 01:49 AM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: Heroscaper 101's bestiary

Name = Blood Mist Ninjas
General = Vydar
Planet = Earth
Species = Human
Uniquity = Unique
Type = Squad
Class = Shinobi
Personality = Disciplined
Size = Medium
Height = 4

Master Stats
Life = 1
Move = 6
Range = 1
Attack = 3
Defense = 5

Basic Stats
Move = 6
Range = 1
Attack = 5
Defense = 6

Points = 145
(Single Spaced)

Smoke Cloud
If any Blood Mist Ninja is attacked and at least 1 skull is rolled, roll the 20-sided die to vanish. If you roll 1-12, roll defense dice normally. If you roll a 13 or higher, that Blood Mist Ninja takes no damage and may immediately move up to 4 spaces. Blood Mist Ninjas can vanish only if they end their vanishing move not adjacent to any enemy figures.

Phantom Walk
Blood Mist Ninjas can move through all figures and they are never attacked when leaving an engagement.

Counter Strike
When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure. This power does not work on other Samurai.

Number of Figures = 3
  • Targeting Point = Head
  • Grey Area = Dagger
_________________________________________________________________
-Rulings and Clarifications-

- SMOKE CLOUD : Maximum Movement
When using Smoke Cloud, can Blood Mist Ninjas movement be enhanced by anything like roads, or auras to increase the amount of spaces he can move?
No. That is a static move value. Blood Mist Ninjas may move up to 4 spaces to vanish, but cannot move any further. (Hasbro FAQ)

- SMOKE CLOUD : Moving “0 Spaces”
Do Blood Mist Ninjas have to move in order to vanish?
It depends on the situation. In order to vanish, Blood Mist Ninjas must end their vanishing move not adjacent to any enemy figures, but remember, the move for Smoke Cloud is up to the amount listed, so Blood Mist Ninjas could choose to move 0 spaces as long as they are not already adjacent to an enemy figure and still vanish.

- SMOKE CLOUD : Vanishing vs. Cyberclaw
If Blood Mist Ninjas cannot move because of a special power like the Gladiatron’s Cyberclaw (or any other move inhibiting power) can they still use Smoke Cloud?
If Blood Mist Ninjas cannot move, and is stuck in melee combat (adjacent to an enemy figure) they cannot use Smoke Cloud. Remember, they must end their vanishing move not adjacent to an enemy figure.

- SMOKE CLOUD : Vanishing vs. Ullar Enhanced Rifle
If Dead Eye Dan attacks any Blood Mist Ninja with his Ullar's Enhanced Rifle and rolls a skull, can Blood Mist Ninjas still use Smoke Cloud?
Yes. Smoke Cloud reads, "If any Blood Mist Ninja is attacked and at least 1 skull is rolled..." It mentions nothing about defense dice. The only requirement for Smoke Cloud to activate is for the opponent to roll at least 1 skull.

- SMOKE CLOUD : Vanishing vs. The Retchets Sting
If The Retchets of Bogdan successfully roll all skulls, activating their Sting power, can Blood Mist Ninjas still roll for Smoke Cloud?
No. When the Rechet rolls a skull on every die, the “attack phase” is over, and the figure is IMMEDIATELY destroyed. Much like most of the D20 destroy powers, things like Disappearing Ninja, and Stealth Armor 15 do not help against it. It's an instant removal from the board.

- COUNTERSTRIKE : Who is affected by counterstrike
Does Counter Strike work against other characters that have Counter Strike?
Yes, the only time the Blood Mist Ninjas Counter Strike is negated is against other Samurai. All other figures that have counterstrike
can still be affected by it unless otherwise stated on their card.
________________________________________________________________
-Combinations and Synergies-

Synergy Benefits Received

Synergy Benefits Offered

- SACRED BAND : Disciplined Army Defense Bonus
Having a Disciplined personality, Blood Mist Ninjas Wind may aid the Sacred Band with their DISCIPLINED ARMY DEFENSE BONUS

- N/A

C3V and SoV Custom Synergies
Spoiler Alert!

The figure used for this unit is League Assassin from Auggies Heroclix Set. The name and model number is League Assassin Brave and the Bold #004.
The figure used for this unit is League Elite from Auggies Heroclix Set. The name and model number isLeague Elite Brave and the Bold #011.
The figure used for this unit is The Sensei from Auggies Heroclix Set. The name and model number is The Sensei Brave and the Bold #026.


Last edited by Heroscaper 101; September 19th, 2018 at 12:19 AM.
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  #323  
Old September 13th, 2018, 09:14 PM
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Re: Heroscaper 101's bestiary



I made this card for you. Next time you need a card, you should post in the MCC (Makers of Custom Cards) thread.
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  #324  
Old September 16th, 2018, 04:29 PM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: Heroscaper 101's bestiary

Name = Razor Blood-edge
General = Utgar
Planet = Toril
Species = Troll
Uniquity = Unique
Type = Hero
Class = Bladerager
Personality = Ferocious
Size = Large
Height = 7

Master Stats
Life = 8
Move = 5
Range = 1
Attack = 2
Defense =1

Basic Stats
Move = 5
Range = 1
Attack = 5
Defense = 5

Points = 110
(Single Spaced)

Rending Swipe Special Attack
Range 1. Attack 4.
If Razor Blood-edge inflicts at least 1 wound with Rending Swipe Special Attack, roll the 20-sided die for Bleeding Damage. If you roll 1-14, the defending figure receives no additional wounds for Bleeding Damage. If you roll 15-19, add 1 additional wound marker to the defending figure's Army Card, and roll again for Bleeding Damage. If you roll a 20, destroy the defending figure.

Troll Hide
When rolling defense dice against a normal or special attack, Razor Blood-edge always adds 1 automatic shield to whatever is rolled.

Regenerate
After taking a turn with Razor Blood-edge, remove 1 wound marker from Razor Blood-edge's army card.

Number of Figures = 1
  • Targeting Point = Head
  • Grey Area = Weapon
_________________________________________________________________

-Rulings and Clarifications-

- RENDING SWIPE SPECIAL ATTACK : Keep rolling vs. "ignore wound(s)" powers?
If any figure has a special power that allows it to ignore the wound(s) inflicted by Razor Blood-edge’s Rending Swipe Special Attack, can Razor Blood-edge keep rolling the D20 for Poison Sting Special Attack?
No. Even though it doesn't explicitly state it, the reason he continues to roll for bleeding damage is because the wound is still being inflicted. If the wound were ignored, you would stop rolling for Rending Swipe Special Attack.
Special Case: For a power like Crixus & Migol's One Shield Defense, if you inflicted at least 1 wound on the initial attack roll, even though that's the MOST you could hit them with, inflicting the wound, will still trigger the bleeding roll. If you roll a 10-19, you can't inflict the wound, so you can't re-roll, but if you roll a 20, the defending figure would STILL be destroyed!

- RENDING SWIPE SPECIAL ATTACK : Ignore wound(s) just received OR all wounds?
If a power that "ignores wounds just received" (like Acolarh’s Leaf of the Home Tree Aura) triggers on the bleeding roll, does it allow the defending figure to ignore ALL wounds from the attack?
No. Only the wound(s) that were just inflicted when the power was triggered.

_________________________________________________________________
-Combinations and Synergies-

Synergy Benefits Received
Ornak: Red Flag of Fury:
As a unique hero that follows Utgar,
Razor Blood-edge may benefit from Ornak’s RED FLAG OF FURY activation synergy.
Synergy Benefits Offered

- N/A

C3V and SoV Custom Synergies
Spoiler Alert!

The figure used for this unit is a Bladerager Troll from the D&D set. The name and model number is Bladerager Troll Dangerous Delves #7.



Last edited by Heroscaper 101; September 16th, 2018 at 07:08 PM.
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