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Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment |
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#1
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White Knight's custom army cards: Updated 11-7-2011
UPDATED 11/7/2011
Over the summer I made a bunch of new customs for figures we had. I'm going to add them in by General. UTGAR'S CUSTOMS GLURK A hero for the goblins. FOMORIAN GIANT EFREETI DRAEGOLOTH Inspired by Dok's Mallok custom. (Underdark Command and Drow Enhancement are from his card.) XTX-2 NUBLINEX A new race of aliens. SLITH 'THON Cult of the Dragon SKALMAD THE TROLL KING CHCG24 APPROVED! BLADERAGER TROLL DOOM It's sad that this is the only dark dwarf I have (no friends), but I wanted to capture his hatred of normal dwarves. GORM Troglodyte leader. TROGLODYTE GUARD OGRE VANGUARD (smaller than the D&D ogres, but larger than the humans) AQUILLA'S CUSTOMS Quamrak is my repaint of Mimring--giving Aquilla her blue dragon. Took and Sing are wild Kyrie, living deep in the jungles. (Project Pokemon members might notice that Fury Assault is very similar to Scyther's Fury Cutter.) Dagolam is a more powerful version of Syvarris. Skywolf is powerful until he throws that tomahawk and Jotun stands on it (so he can't get it back). WINGS OF WHITE OSPREY DAGOLAM TAIN QUICKSILVER QUAMRAK OBORO TOOK SING SKYWOLF COMANCHE BRAVES JANDAR'S CUSTOMS Shaladar is really fun to play--although I might need to raise her points a little. Lady Jennifer is a figure created for my daughter who loves animals. And I had to do something with all the army men my sons have collected! SIR JUSTIN SHALADAR LADY JENNIFER ROBOSAPIEN SNOW APE SNOW TROOPERS DESERT ELITE EINAR'S CUSTOMS The Crystal Guard is another unit I haven't had a chance to try yet but I really like the design. I have two Crystal Guard figures that I plan to use together. I don't have any of the official cowboys, but I have some cowboy figures from when I was a kid. They are a little bigger scale, but my boys don't mind. STONE GIANT CRYSTAL GUARD TEXAS TRIO RIFLEMEN GATLIN GANG ULLAR CUSTOMS I really love the sculpt for Findolin. I wanted to make use of the eagle (like Sonlan makes use of his dragon), so I made the eagle a distraction. Zehir was pretty much my son's design--he liked the idea of Champion's Glory. FINDOLIN ZEHIR VYDAR CUSTOMS I had some Dr. Who figures from a garage sale, and I saw an awesome Star Wars figure that looked perfect as an Agent. So Vydar added the Blackrock Foundation Agents. AGENT ZERO BLACKROCK FOUNDATION SHADAR-KAI VALKRILL CUSTOMS SKELETONS UNDYING SOLDIER DIRE GUARD BONE CYCLOPS This is a less powerful version of the Bone Cyclops in my D&D thread. XANTUS This is a much less powerful version of the Sorrowsworn Reaper in my D&D thread. KRAEN My sons really felt this guy should fight for Valkrill. Older cards: BALORN GILEANA BARD (I'll always remember how Bard took out Smaug in the Hobbit with just one arrow!) THAK-TUAZIN (My youngest son loves to play this guy because of his speed and jumping with those elven boots. We still can't agree on how to pronounce his name correctly.) DWARVEN GUNNERS (After playtesting, I realized that Tough 2 is really hard to overcome. The only army that did well against these guys had Grimnak--> CHOMP!) DULORN UTEM GUARDS I made these guys up last year. It sort of reminds me of the new Exoskeleton ability. DELMARIN (Powerful attacks, but really needs a defense boost or he's out quickly) KERAKK TUROG GOBLINS I didn't say it, but they can be affected by their own rockets. Project Pokemon, Kanto Pokemon (151) Star Wars Custom Army Cards LEGENDS OF 'SCAPE (RPG) Rulebook Templates Last edited by White Knight; December 30th, 2017 at 05:40 PM. |
#2
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Re: White Knight's custom army cards
Very nice. The wording could use some major cleanup though. I'll start with the Archers. How about "Apache Archers may double their movement. An Apache Archer that doubled its movement may not attack this turn"?
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#3
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Re: White Knight's custom army cards
Welcome to the site, White Knight!
First, I'd like to direct your attention to GreyOwl's customization tools found here. He has some great templates that will allow you to make your customs look very official. Armist For Enchanted Arrows Special Attack, 5 automatic skulls is incredibly powerful. That's equivilant to rolling 10 attack dice at range 6. I'm not specifically saying it's too powerful, but you should really increase his cost dramatically, if you want to keep it so strong. For Missle Shield, official cards never describe what is happening in the power text. The description is always left in the power's name. Perhaps you can change the name to Magical Shield or something like that. Then, change the wording to: Opponent's figures must be adjacent to Armist, and all friendly figures adjacent to Armist, to attack them with a normal attack. EDIT: Wow. Super-ninja by Mac122. |
#4
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Re: White Knight's custom army cards
Quote:
I misread the Enchanted Arrows - completely missed the auto-skull part. I have to agree with Balantai, up to 5 auto-skulls against a single figure is huge. |
#5
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Re: White Knight's custom army cards
I'll take your suggestions (especially about my unofficial wording) and update the cards in a day or two.
About Aramist 5 automatic skulls is a lot, but Q9 averages 4 to 5 skulls a turn as well--with a range of 6 (although not 4 to 5 skulls for a single attack). And Q9 has 7 defense dice. They both cost 180 points. Putting Q9 against Aramist, I'm thinking Q9 wins more than half the time. I'll run some tests to check that out. |
#6
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Re: White Knight's custom army cards
You've got some nice abilities on these cards. With a little editing to wording to make them more "official" and some tweaks to their stats, you've got a great start to some cool customs.
Bazooka Unit For simplicity's sake, you might drop the separate rolls for the attack. Maybe lower it to 3 attack against the target and all adjacent figures. I see where you are going with it, extreme damage to the target and splash damage to those around it. Bazookas are pinpoint weapons designed to penetrate armor and destroy a single vehicle. What about keeping the attack at 5 and add "if the chosen figure is destroyed by Rocket Launcher Special Attack, roll 2 attack dice once for all adjacent figures. Each figure rolls defense dice separately. Apache Archers Wind Walk is a cool ability, but with a base move of 7, it may be a bit broken. They are moving on foot, so a base move of 5 might be more appropriate. The other option would be to reduce the amount of the bonus movment. Wind Walk If Apache Archers do not attack this turn they may move an additional 4 spaces. Aramist has some neat abilities. I've seen attacks like Enchanted Arrows that had cleaner wording, but I can't remember what figure had them. Let me give it a shot Enchanted Arrows Special Attack Aramist begins each turn with 5 attack dice. When using Enchanted Arrows Special Attack, Aramist may attack with 1, 2, 3, 4, or 5 dice. Aramist may continue attacking until all attack dice are rolled. Aramist may attack the same or different figure with each attack. I think it reads something like that. Missile Shield Aramist and all friendly, adjacent figures may not be targeted by normal, non-adjacent attacks. Hope this helps. Also, if you are interested in making your cards look more "official" I would recommend visiting GreyOwl's Customizing Tools page here. He has templates for official Heroscape cards, dozens of his own creations, panels, fog, class/personality listings. These are usable with Photoshop and GIMP (GIMP is what I use). Keep up the good work! And by that I mean playing games with your kids! (Proud father of a 6-year old Scaper) |
#8
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Re: White Knight's custom army cards
I understand the "no automatic skulls" policy. I'll have to think about that.
Last night I tested Aramist against Q9. Three of the times I had Q9 win initiative, the other three I had Aramist win the initiative. No height advantages. Just a 1 on 1 battle on a flat battlefield. Q9 won 4-2. All battles went 2 rounds except for the two battles that Aramist won (Q9 rolled 0 shields for one battle and 1 shield for the other). So far, Aramist has not been a gamebreaker. Those 5 automatic skulls are scary, but they lose power when you divide them up. Tonight I'm going to try him against 2-4 squads of Deathreavers. With their 5 defense, should Aramist divide out the skulls 2-2-1, 3-2, 4-1, or 2-1-1-1? Most likely Aramist can only take out 1 or 2 rats at time. I'll post results after I check it out. |
#9
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Re: White Knight's custom army cards: Updated 11-13-2010
Added some of my old cards: 11/13/2010
Project Pokemon, Kanto Pokemon (151) Star Wars Custom Army Cards LEGENDS OF 'SCAPE (RPG) Rulebook Templates Last edited by White Knight; November 15th, 2010 at 10:18 AM. |
#10
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Re: White Knight's custom army cards: Updated 11-13-2010
For the dwarves' TOUGH power, it is different than normal tough, so according to GreyOwl's custom guide, you must modify the name. I have used that ability before, and called it Supreme Tough. You might want to call it a different name, but you're welcome to use the name I did.
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#11
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Re: White Knight's custom army cards: Updated 11-13-2010
Hopefully I'll get to update these cards over Christmas break (maybe even give them generals and personalities!)
I'll definitely change the name: maybe Extra Tough, or Dwarven Tough or I'll use your Supreme Tough. Did you do any playtesting with your custom with Supreme Tough? I've found that these dwarves are a real pain to take out. |
#12
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Re: White Knight's custom army cards: Updated 11-13-2010
I really like the concept behind Gileana. I have a fondness for abilities that manipulate terrain. You should check out GB's Llenadil.
Some suggestions I might offer or questions I have... Give her a move of 3 and let Tree Walk be an "instead of moving normally, Gileana may Tree Walk" type of ability and give Tree Walk a movement of 1. On Tree Dodge, can she use it only if she is adjacent to a tree? For Animate Tree you may want to make the stipulation that trees cannot be placed within 3 or so spaces of the castle door.Otherwise you could block off the castle door with trees which would be totally unfair to an opponent who has a non-flying army (some would call that strategy, I would call it being someone who is too interested in winning to help everyone have fun and hence is no fun to play a game with). On Animate Vegetation does the figure have to roll the d20 for every space or just at the beginning of its turn? I look forward to seeing your other figures develop. Keep it up! |
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