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Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment |
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#37
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Re: White Knight's custom army cards: Updated 11-7-2011
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CULT OF THE DRAGON After taking a turn with any dragon hero you control, if that hero is within 6 clear sight spaces of Slith 'Thon you may use Cult of the Dragon to take 1 additional turn with that dragon hero. If that hero is a Wyrmling, place 1 wound marker on this army card to take the additional turn with that hero. If that hero is not a Wyrmling, place 2 wound markers on this army card to take the additional turn with that hero. I'm also thinking of adding an extra ability to give more choices when using Slith 'Thon: ULTIMATE SACRIFICE After revealing an order marker on the card of a dragon hero you control, if Slith 'Thon is adjacent to that dragon hero you may destroy Slith 'Thon and remove up to 6 wounds from that figure. Subtract 1 from the number of wounds able to be removed for each wound on Slith 'Thon. Quote:
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DWARF HATRED If there is at least one dwarf adjacent to Doom, he must attack that dwarf and all other dwarf figures adjacent to him. Roll attack and defense dice separately for each dwarf attacked. The wording "until the start of his next turn" comes from the Withdraw wording on Project Pokemon's Squirtle. We decided not to use markers to avoid too many markers. 80 points might be cheap, but Doom is a slow moving (move 5) melee figure without bonding or attack/defense bonuses. His attack, using Stone Roots, is the same as Agent Carr's melee attack--but Agent Carr can move (and disengage) and still get 6 Attack. I might need to lower Doom's defense, but I'd like to playtest him first before making changes. I think ranged units will be able to take him down pretty quickly by forcing him to come to them (lowering his attack and defense). |
#38
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Re: White Knight's custom army cards: Updated 11-7-2011
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Spoiler Alert!
I changed the name of the second power as you suggested. I also removed the special ability GUARDS because I'd rather have Gorm focus on leading the Brutes and the Bonecrushers. He might be a little underpriced (and so might the Brutes and the Bonecrushers), but I'd like to playtest first before I change the price. Note: Stench is NOT supposed to stack. I fixed that as well. STENCH If a non-troglodyte figure is adjacent at least one Troglodyte figure, that non-troglodyte figure rolls one less defense die and one less attack die. Quote:
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As for points, you're probably right about the 4/5 being too strong. They were made for a dungeon crawl type of adventure, so I wanted them to pack some punch. After playtesting I'll probably raise the points or lower the attack to 4. |
#39
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Re: White Knight's custom army cards: Updated 11-7-2011
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Their attack of 5 is less than Agent Carr's attack of 6 when attacking adjacent figures. It's their special attack that might be too overpowering. I think I'm going to change the special attack to an attack of 3. Quote:
I'll be honest in that I didn't go through all the human heroes to see how much of a difference Blood Bind would make. I think it would be fun to playtest, though, so I'm going to put her high on the list for playtesting. I could always restrict it further to a unique human who follows Aquilla, but that pretty much leaves Brave Arrow and Master Win Chiu Woo. I agree that Blood Bind might unbalance the game, but I'd like to playtest it first. Maybe I'll have to lower her life, or lower her attack, or both. Quote:
I know he's kind of boring, but I wanted a powerful archer who could mow down opponents. Kaemon Awa and Syvarris are both fun to play because of their double ranged attacks. Maybe I'll change the Range to 8 after playtesting. Quote:
I'm going to limit Tain to 1 Magic Shield marker and 1 Haste marker and I'm going to increase her points to 100 points. |
#40
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Re: White Knight's custom army cards: Updated 11-7-2011
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AERIAL ASSAULT SPECIAL ATTACK Range 1. Attack 3. Instead of moving and attacking normally with Sing, you may move Sing up to 6 spaces. Sing can attack up to 3 times with Aerial Assault Special Attack at any point before, during, or after this move as long as she is on a space where she could end her movement. Sing cannot attack the same figure more than once on a single turn. If Sing breaks engagement while using Aerial Assault, she will take any leaving engagement attacks. It's similar to Ninjutsu Barrage, but she can move farther and she'll take leaving engagements if she disengages (they get a swing at her as she's flying by). |
#41
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Re: White Knight's custom army cards: Updated 11-7-2011
I changed Aerial Assault again (since the previous version had nothing to so with "aerial"). It's a lot of words for a pretty simple special attack, but I wanted to make sure it was clear and didn't cause any weird conflicts.
AERIAL ASSAULT SPECIAL ATTACK Range Special. Attack 3. Instead of moving and attacking normally, Sing may move up to 6 spaces. When counting spaces for this movement, ignore elevations. Sing may move over water without stopping, pass over figures without becoming engaged, and move over obstacles such as ruins. If Sing is not destroyed after moving with Aerial Assault Special Attack, she may attack, one at a time, any figures she passed over during her move. Ignore any height advantages for these attacks. After Sing attacks with Aerial Assault Special Attack, your opponent may roll for leaving engagement attacks for all figures Sing attacked using Aerial Assault but are not adjacent to Sing at the end of her move. Figures destroyed during Sing's Aerial Assault attack may not roll for leaving engagement attacks. Or I wonder if I can take shorten it a little: Yes, I realize that Sing gets to attack any figure she passed over, even if it ends up that she is killed by a leaving engagement strike by the first figure she attacked. Let's just say that she was mortally wounded, but she went down fighting. |
#42
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Re: White Knight's custom army cards: Updated 11-7-2011
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7 life seems like a lot, but with 3 defense, a single attack, no special attack, and no Thorian Speed he'll go down quickly. Wind Walk seems powerful, but in our home games I've found it pretty useless. Sky Wolf may run up and engage an opponent, often on the first turn, but then he can't attack. On my opponent's next turn he is cut right down. Quote:
As I said above, Wind Walk isn't really that powerful. Sure, they can rush up and engage opponents, but they can't get first strike if they use Wind Walk. The only time I used it effectively was when we were doing a "capture the flag" scenario. Quote:
I'll have to come up with some new abilities for him. |
#43
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Re: White Knight's custom army cards: Updated 11-7-2011
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Here is another version for her (making her more of an animal trainer). I'll have to post my animal cards sometime. Robosapien fits well on two spaces (and I think fit's on a peanut base with his feet hanging off just a bit). Quote:
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#44
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Re: White Knight's custom army cards: Updated 11-7-2011
Fixed all my picture links in the OP. No more Photobucket.
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