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Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment


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Old March 10th, 2010, 04:15 AM
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The Chas Custom Closet

THE CHAS CUSTOM CLOSET

Introduction: Out of the Closet

There is some knowledge mankind is not meant to have...but here it is anyway! I don't know anyone who has been Scaping Since The Beginning, who hasn't tried a hand creating custom figures. Back then, there were so few official units available, and so many alternate sculpts around--such as Mage Knight and D&D Minis--which cried out for conversion to Our Game of Heroscape, that you almost had to do it! For me, it started out at the Flea Market at an HMGS Wargaming Convention down in Lancaster, PA, with four figures of hefty green orcs riding giant war turtles. After that, there was no turning back...

Why now? Well, I've been a bit shy about posting customs in the past, since I don't know the card creating technology, can't import photos, etc. But I've started now with Custom Superheroes in the Marvel site section (Topic: Comic Hero Custom Creations, Thread: Chas Does Custom Comic Characters) and they've been well received, so here goes. I must have over 200 customs that I or someone else made lying around, including entire armies of Orcs, Dwarves, Mongols, Alternate Black Romans, Ancient Greeks, etc. Some I comissioned from a custom maker who now works only for me and a pal, some I just picked up after said friend found them on the internet, but most I did myself for figures I picked up. I'll be posting some of them as I get the chance here in text only format. Most have been around for years; but a few below are brand new. All are done by me unless otherwise noted. All have been playtested at least once, or I'll warn you that its not so.

Custom Creation Philosophy

All my customs are meant to be balanced characters that you can play in a game with Official figures made for Heroscape, The Battle of All Time. Just for fun I might throw in a giant monster (The Beholder) or a comedy character (The Killer Tomatoes), but most are created by meditating on someone else's figure and asking it "Who are you?" Some came from a specific quest to add a character to the official Heroscape mix who was lacking, of which some were later produced in Official versions. I tended to avoid the more idiosyncratic ones that did not have the Heroscape generic feel. Come to think of it, these are things our official playtesters have been doing all along.

To me, creating Heroscape figures is about adding spice by variety, not making individuals so powerful they need an army to battle by themselves. And I have a lot of game playing and 'redesigning' experience behind me, with a few boardgaming playtest credits here and there over the years. I also use my own sets of rules for my huge collection of 54mm historical figures, and wrote a series of articles for some years about them, for which I am pretty well known in the hobby at large. Before retirement I was a Staff Trainer, so I know how to make presentations! I'm also a genuine fantasy, science fiction, history (B.A, M.A.) and media fan like most of us.

So take a look here for fun, and if you want to take somebody out for a spin, enjoy, and let me know what happened on your table. I don't think any are broken, although some may go beyond the official rules just a bit. Because while conventions should be followed and procedures kept simple, creativity should not be stifled for the sake of form.

Thanks to my wacky New York Scaping Pals on site: Kolakoski, Sherman Davies, and Taeblewalker for playing against some of them, and my regular general gaming pals Troy G., Richard F., and of course Famous Cousin Jim M., likewise.

Good Scaping,
Your Pal Chas

***

TWO MONSTERS

Its off the wall; its A GIANT MONSTER. I never did one before. Hey, leave me alone. I just got the figure; so I made it up. Its untested--or perhaps no one's left alive to tell you about what happened...

But seriously, here are two new monsters from D&D Minis big figures, one a modification of a MS3 D&D figure. One is totally off the charts, and the other is obedient to normal design rules, and has been tested once. See if you can guess which is which...

BEHOLDER
(Utgar)

12 Life
Move 6
Range 1
Attack 5
Defense 6
500 Points

Demon
Unique Hero
TransDimentional
Terrifying
Huge 10

Central Eye Psychic Blast
Attack 4 (Primary Target) Range 5
Attack 3 (All Adjacent Secondary Targets of any players)
Maximum 1 Wound to any targets

Primary Target: If wounded, lose all Order Markers
Secondary Adjacent Targets: If wounded, must attack a friendly adjacent figure of your choice.

Tentacle Eye Beam
When the Beholder reveals an Order Marker, roll the D20 to determine which power listed is available (Range 10):

1-4: Fear Ray Move three enemy squad figures or one enemy Common Hero
one normal move with no leaving attacks.

5-8: Mind Shackle Ray D20 Roll:16+, Mindshackle three enemy squad figures or one enemy Common Hero--you control them for the rest of the game.

9-12: Poison Ray Make three attacks against one target: 3 Attack Dice, then 2, then 1.

13-16: Heat Ray Roll one Attack of 4 against all targets down one hex row in any direction.

17-20: Withering Ray Roll one Attack Die for each target's remaining Life. Each skull generates one unblockable wound.

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


THE TROLL KING
(Utgar)

8 Life
Move 5
Range 1
Attack 4
Defense 2
120 Points

Troll
Unique Hero
Hunter
Ferocious
Large 7

Blood Frenzy
When attacking with the Troll King, it receives 1 extra attack die for each wound marker on the defending figure's Army Card, to a maximu of 3 additional attack dice for Blood Frenzy.

Regeneration
After taking a turn with the Troll King, remove 1 Wound Marker from this Army Card.


***

THREE SAMPLE FAVORITES

Here is a hero, a villain, and a comedy squad:

THE BLACK ARROW
(Einar)

3 Life
Move 5
Range 7
Attack 3+3+3
Defense 3
90 Points

Half Elf
Unique Hero
Ranger
Precise
Medium 5

Poisoned Shaft
Any figure taking a hit (except Soulborgs) continues to defend for the next 2 turns (before movement if given an Order Marker; otherwise at Turn Start after OM placement).

Forest Camoflage
If adjacent to a tree or bush, only adjacent attacks can be made against her.

Forest Traverse
Instead of regular movement, move from one space adjacent to a tree to another, up to 7 hexes away.

Seduction
All opponents except Soulborgs must roll one combat die and obtain a skull to attack her.


ADEL THE PAIN GIVER
(Utgar)

5 Life
Move 6
Range 1
Attack 2
Defense 3
90 Points

Kyrie
Unique Hero
Warrior
Relentless
Medium 5

Painful Touch
Instead of Attacking, choose a friendly wounded hero figure next to her, and roll D20. Each wound healed may be transferred to an enemy hero(s) within 6 clear sight spaces, if available. This cannot include the final wound that would defeat the figure.

1: Nothing
2-5: Remove and transfer 1 wound marker
6-17: Remove and transfer 2 wound markers
18-20: Remove and transfer 3 wound markers

Flying
When counting spaces for Adel's movement, ignore elevations. Adel may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins.


KILLER TOMATOES
(Utgar)

1 Life
Move 6
Range 1
Attack 1
Defense 2
50 Points

Tomatoes
Common Squad
Vegetables
Angry
Large 5

Rolling Along
+1 Attack Die per two hexes moved and/or hex of downward level change (-1 die per two hexes upward). Minimum 1 Attack ; Maximum 5 Attack.

Round and Bulky
Blocks line of sight between Small and Medium figures.

Squish!
Airborne Elite or other paratroopers may destroy Killler Tomatoes by dropping directly on them, but are affected by Messy Death, and take 1 Wound.

Messy Death
If killed, place one wound marker on all adjacent figures except other KTs. Remove one unrevealed Order Marker from the Killer Tomato card. If no OM was placed or none are lleft unrevealed, they cannot be given one next turn. This effect is cumulative; remove one marker per KT defeated.

***

ORC AND DWARVEN ARMY LISTS AND CARDS

The Orc Army is based on the large green Mage Knight Orc figures. So they are stronger and slower than blue Heroscape Orcs, and don't have Disengage. Think of them as Uruk-hai or Elite Orcs of a cousin race.

The Dwarven are very technological, and also based on Mage Knight figures. I spent a lot of time bent over huge bins of miscellaneous figures, to come up with variety and the right numbers to form commander, specialists, and squads in an organized semi-military proportion. The results are below, and listed as such.

You might enjoy seeing how an army can be organized. Now that there are Official dwarves, you might want to add some of the specialist figures to your own Dwarven army, or give your Official blue grut orcs some heavy hitters. Each army is made up of 20 different card types, so here is a listing of those in each army, to be followed by descriptions of all the individual cards.

ORC ARMY LIST
(Utgar)

Commanders
Overlord Zindak 150
War Chief Aflac 110
War Chief Barak 110

Specialists
Orc Shaman 100
Orc Portal Chanters 90
Orc Healer Medak 75
Orc Derak the Duelist 125
Orc Musician Mimak 80
Orc Berserker 60
Orc Basher 50
Ord Sadist 80
Orc Mini Gunner 85
Orc Spear Thrower Atak 75

Squads
Orc Tusk Turtle Riders (4 Figures) 120
Orc Lizard Scouts (2) 75
Orc Musketeers (4) 50
Orc Diggers (2) 35
Orc Pounder Warband (3) 40
Orc Ripper Warband (3) 60
Orc Slicer Warband (4) 50

ORC ARMY TOTAL POINTS: 1,600

ORC OVERLORD ZINDAK
(Utgar)

5 Life
Move 4
Range 1
Attack 5
Defense 4
150 Points

Orc
Unique Hero
Warlord
Medium 5

Purple Lightning
Instead of regular attack, use Range 3 Attack 4

Inspire Fear
All adjacent Squad Orcs get +2 Attack Dice.

ORC WAR CHIEF AFLAC
(Utgar)

4 Life
Move 4
Range 1
Attack 4
Defense 3
110 Points

Orc
Unique Hero
Warlord
Medium 5

Aflac's Bonus
May give +2 Attack Dice to all Squad Orcs within 5 clear sight hexes.

ORC WAR CHIEF BARAK
(Utgar)

4 Life
Move 4
Range 1
Attack 4
Defense 4
110 Points

Orc
Unique Hero
Warlord
Medium 5

Barak's Bonus
During one round, May give +1 Attack Die or +1 Defense Die once to all Squad Orcs within 5 clear sight spaces.

ORC SHAMAN
(Utgar)

4 Life
Move 4
Range 1
Attack 2
Defense 3
100 Points

Orc
Unique Hero
Medium 5

Fog of War
Once per game, instead of attacking, roll 1 combat die. If a skull results, place 5 Fog Markers, the first being adjacent to the Shaman, in connected adjacent hexes. No one may attack into or through a Fog Hex. Anyone may move into or through Fog. At the start of each round before Initiative is rolled, roll 1 combat die. If a shield is rolled, remove one Fog Marker. If the Shaman is defeated, remove 1 Fog Marker automatically at the start of each subsequent turn. The Shaman player may voluntarily remove 1 Fog per turn in the same manner.

ORC PORTAL CHANTERS
(Utgar)

Note: two figures are used, each is identical and considered a Unique Hero!

3 Life
Move 3
Range 1
Attack 2
Defense 3
90 Points (for both figures)

Orc
Unique Heroes
Medium 5

Open Portal
Once per game, instead of Attacking, roll one combat die: a skull opens the portal. Place two Portal Markers, adjacent to each PC figure. Portal Markers can be placed in any non-prohibited hex except water or lava (molten/field). The Portal disappears if either PC is defeated. Friendly figures may pass directly between the two portal marker hexes, counting only one hex of movement, during their regular movement, and be combined with it.

ORC HEALER MEDAK
(Utgar)

3 Life
Move 3
Range 1
Attack 2
Defense 2
75 Points

Orc
Unique Hero
Medium 5

Kill or Cure
May attempt to cure any adjacent friendly hero, or a defeated squad figure whose squad has not been entirely eliminated. Roll one combat die. If a skull is rolled, remove 1 hero wound or revive one squad figure and place adjacent one squad figure. However, if no skull results, add one Hero wound or make no further attempts to revive a member of that squad!

ORC DERAK THE DUELLIST
(Utgar)

5 Life
Move 5
Attack 5
Defense 4
125 Points

Orc
Unique Hero
Champion
Medium 5

Single Combat
Only one figure may attack him each turn.

Demonic Protection
Derak cannot be attacked from a non-adjacent hex.

ORC MUSICIAN MIMAK
(Utgar)

3 Life
Move 3
Range 1
Attack 2
Defense 2
80 Points

Orc
Unique Hero
Medium 5

Inspiration
All Orc Squad figures within 9 hexes gert +1 attack dice on adjacent attacks.

ORC BERSERKER
(Utgar)

3 Life
Range 1
Attack 3
Defense 4
60 Points

Orc
Unique Hero
Champion
Wild
Medium 5

Berserker Attack
After attacking, D20 15+ allows another attack against an adjacent figure. Continue rolling after each attack until failure.


ORC BASHER
(Utgar)

3 Life
Range 1
Attack 5
Defense 4
50 Points

Orc
Unique Hero
Champion
Wild
Medium 5

Bash
Targets attacked by the Orc Basher may only use half of their defense dice, rounded down.

ORC SADIST SEMAK
(Utgar)

5 Life
Move 4
Range 1
Attack 3
Defense 3
80 Points

Orc
Unique Hero
Medium 5

Sadism
Add one Attack Die for each figure Semac defeats or each wound on a Hero he inflicts for the rest of the game.

ORC MINI GUNNER
(Utgar)

2 Life
Move 3
Range 1
Attack 2
Defense 3
85 Points

Orc Unique Hero
Champion
Precise
Medium 5

Autofire
Range 6 Attack 4
Make one attack roll, affecting up to 3 targets adjacent to each other, minimum range 2.

Jam
Before using Autofire except for the first use, roll D20 1-5: Jam,s pend the turn unjamming the gun instead of attacking.

Fisticuffs
The minigun is useless at adjacent range; use normal values instead. The minigun cannot fire if an enemy is adjacent!

ORC SPEARTHROWER ATAK
(Utgar)

Note: this is a large, bazooka type weapon

2 Life
Move 3
Range 5
Defense 3
75 Points

Orc
Unique Hero
Medium 5

Penetration
Double all skulls rolled against Large or Huge figures.

ORC TUSK TURTLE RIDERS
(Utgar)

1 Life
Move 4
Range 1
Attack 4
Defense 6
120 Points

Orc Giant Turtle Riders
Unique Squad (4 Figs)
Turtles
Wild
Large 6

Turtle Charge
Increase movement to 6 if this allows coming adjacent to an enemy figure. Ignore water terrain restrictions, except prohibited hexes. They cannot charge a figure they started the turn adjacent to.

Heavy
May not climb more than 1 hex level per hex.

Disengage
OTTRs are never attacked when leaving an engagement.

(Note: This was my very first Heroscape Custom!)

ORC LIZARD SCOUTS
(Utgar)
1 Life
Move 10
Range 5
Attack 3
Defense 4
75 Points

Orc Giant Lizard Riders
Common Squad (2 Figures)
Beast
Large 6

Thrown Rider Weapon
Attack 2 Range 5

Cold Blooded
Movement is reduced to 5 if entering a snow or ice hex.

ORC MUSKETEERS
(Utgar)

1 Life
Move 3
Range 5
Attack 2
Defense 2
50 Points

Orc
Common Squad (4 Figures)
Wild
Medium 5

Green Tribe Ferocity
Add +1 Attack Die when adjacent to another Green Orc figure (maximum +1).

ORC DIGGERS
(Utgar)

1 Life
Move 3
Range 1
Attack 2
Defense 2

Orc
Common Squad (2 Figures)
Medium 5

Build Defenses
May build or demolish a wall 1 hexside long up to 1 level high. This wall gives -1 Attack Dice to all attackers.

Hurl Dirt
Attack 3 Range 2


ORC RIPPER WARBAND
(Utgar)

1 Life
Move 3
Range 1
Attack 5
Defense 3
60 Points

Orc
Common Squad (3 Figures)
Warriors
Wild
Medium 5

ORC POUNDER WARBAND
(Utgar)

1 Life
Move 3
Range 1
Attack 3
Defense 3
40 Points

Orc
Common Squad (3 Figures)
Warriors
Wild
Medium 5

ORC SLICER WARBAND
(Utgar)

1 Life
Range 1
Attack 4
Defense 3
50 Points

Orc
Common Squad (4 Figures)
Warriors
Wild
Medium 5




DWARVEN ARMY LIST
(Einar)

Update: or you could make them Aquilla; not only were there no dwarves back then--there was no Aquilla!

Commanders
Dwarven Prince Touchstone 100
Dwarven Warlord Cornerstone 120
Dwarven Captain Cavern 90
Dwarven Captain Crag 90

Specialists
Dwarven Wizard Meteor 100
Dwarven Champion Hornberg 80
Dwarven Berserker Comet 75
Dwarven Warden Stonewall 80
Dwarven Mini Gunner 95
Dwarven Mortarman 85
Dwarven Bombard 100
Dwarven Bombard Gun Captain Sulpher 90
Dwarven Bombard Gunner Ammo 80
Dwarven Engineer (x2) 75
Update: These would now be called Common Heroes.
Dwarven Miner 75
Dwarven Mechanic (x2) 80
Update: These would now be called Common Heroes.

Squads
Heavy Dwarven (3 figures) x2 80
Dwarven Axemen (3) x2 70
Dwarven Musketeers (3) x2 70

TOTAL DWARVEN ARMY POINTS: 1,895




DWARVEN PRINCE TOUCHSTONE
(Einar)

5 Life
Move 4
Range 1
Attack 3
Defense 5
100 Points

Dwarven
Unique Hero
Small 3

Dwarven Defense Enhancement
+1 Defense Die to all Dwarven squad figures within 3 clear sight hexes.

DWARVEN WARLORD CORNERSTONE
(Einar)

6 Life
Range 1
Attack 3
Defense 5
120 Points

Dwarven
Unique hero
Warlord
Small 3
Warlord

Dwarven Attack Enhancement
+1 Attack Die to all Dwarven squad figures within 3 hexes.

DWARVEN CAPTAIN CAVERN
(Einar)

3 Life
Move 4
Range 1
Attack 4
Defense 4
90 Points

Dwarven
Unique Hero
Small 3

DWARVEN CAPTAIN CRAG
(Einar)

(Note: Same stats and powers as Captain Cavern above)

DWARVEN WIZARD METEOR
(Einar)

5 Life
Range 1
Attack 3
Defense 4
100 Points

Dwarven
Unique Hero
Wizard
Small 3

Curse

Just before order marker placement, choose one enemy Army Card. No order markers may be placed on this card this round.

Paralyze Range 6
Instead of attacking, choose one enemy figure within 6 clear sight spaces and remove one unrevealed Order Markers from its Army Card.


DWARVEN CHAMPION HORNBERG
(Einar)

4 Life
Move 5
Range 1
Attack 4
Defense 6
80 Points

Dwarven
Unique Hero
Small 3


DWARVEN BERSERKER COMET
(Einar)

4 Life
Move 4
Range 1
Attack 4
Defense 3
75 Points

Dwarven
Unique Hero
Small 3


DWARVEN WARDEN STONEWALL
(Einar)

4 Life
Move 4
Range 1
Attack 3
Defense 4
80 Points

Dwarven
Unique Hero
Small 3

Healing Lore
Instead of Attacking, roll a twenty sided die, and get 6+. If succesful, remove 1 wound from an djacent Dwarven Hero
OR
Revive one Dwarven Squad figure of a squad which has not been defeated, placing it adjacent to Stonewall.

DWARVEN BOMBARD
(Einar)

0 Life
Move 0
Range 10
Attack 5/4/3/2/1
Defense 0
100 Points

Dwarven Object
Military Equipment
Large 7
Artillery

Bombard Firing
If Gun Captain and/or Bombard Gunner are adjacent, Bombard fires once per turn.
Attack 5: against Large or Huge primary target (no other target)
Attack 5/43/2/1: in that order against medium or small figures in succession in a straight hex row. Requires Line of Sight.

No adjacent targets. 360 degree fire arc. Crewed by Gun Captain and or Gunner. Place order marker on a crew member, not on this card.

Bombard Movement
Moves 1 hex per adjacent Dwarven figure up to a maximum of 4 on clear terrain or road only.

DWARVEN BOMBARD GUN CAPTAIN SULPHER
(Einar)

3 Life
Move 4
Range 4
Attack 2
Defense 4
90 Points

Dwarven
Unique Hero
Small 3

Enhance Bombard
If adjacent to Bombard, allows it to fire once per turn, or if gunner is also adjacent, adds +1 to Bombard Attack Dice for all rolls. Place order marker on any crew member, not on Bombard.

Move Bombard 2
If adjacent to Bombard, allows it to move 2 hexes on clear terrain or road. This is cumulative with other Dwarven, who each add +1 to Bombard movement up to 4 maximum.

DWARVEN BOMBARD GUNNER AMMO
(Einar)

3 Life
Move 4
Range 1
Attack 1
Defense 3
80 Points

Dwarven
Unique Hero
Small 3

Operate Bombard
If adjacent to Bombard, allows it to attack once per turn. Place order marker on any crew member, not Bombard.

Move Bombard 2
If adjacent to Bombard, allows it to move two hexes on clar terrain or road. This is cumulative with other Dwarven, who each add +1 to Bombard movement, up to a maximum of 4.

DWARVEN MORTARMAN LOFTY
(Einar)

2 Life
Move 4
Range 1
Attack 3
Defense 1
85 Points

Dwarven
Unique Hero
Small 3

Iron Ball Loft Range 7 Attack 3
When attacking, each skull rolled counts as 3! Target may roll only half normal Defense Dice, rounded down. Shot may arc over (or up to) 10 levels high.

DWARVEN MINI GUNNER
(Einar)

2 Life
Range 1
Attack 2
Defense 3
95 Points

Dwarven
Unique Hero
Small 3

Autofire
Range 8 Attack 5
Use attack roll against up to 3 targets adjacent to each other (minimum range 2)

Jam
Before using Autofire except for the first use, D20: 1-3 = Jam. Spend turn unjamming instead of attacking.

Fisticuffs
The Minigun cannot fire at adjacent figures; use normal values instead.

DWARVEN ENGINEER
(Einar)

3 Life
Move 4
Range 1
Attack 4
Defense 4
75 Points

Dwarven
Unique Hero
Small 3

Build Defenses 2
Instead of attacking, may build or demolish a wall one hexide long and 1 level high (-1 Attack) or increase a 1 to a 2 level wall. (maximum)

Build Roads
Instead of attacking, may turn 1 clear hex into 1 road hex per round.

DWARVEN MINER
(Einar)

3 Life
Move 4
Range 1
Attack 3
Defense 5
75 Points

Dwarven
Unique Hero
Miner
Small 3

Road
Instead of attacking, turn any one clear terrain hex into a road hex.

Tunnel
Instead of attacking, create a tunnel under one hex obstacle (castle wall, door, tree, glacier moujntain, ruin, or higher terrain). Place one Entrance and one Exit marker. Treat each tunnel hex as clear. Tunnel hex may not be adjacent to water or lava.

Door Smash
Ignores "Reinforced" power on Door Army Card. If door is not reinforced, count each wound as two wounds.

DWARVEN MECHANIC
(Einar)

3 Life
Move 4
Range 1
Attack 4
Defense 5
80 Points

Dwarven
Unique Hero
Mechanic
Small 3

Fixer
After movement insted of attack, may add to any adjacent figure:
+1 Attack to any figure's metal weapon including ballistic guns but not energy weapons,
OR
+1 Defense Die to any figure's metal armor or shield
Maximum +1 to either value per figure.

HEAVY DWARVEN
(Einar)

1 Life
Range 1
Attack 3
Defense 4
80 Points

Dwarven
Common Squad (3 Figures)
Warriors
Small 3

DWARVEN MUSKETEERS
(Einar)

1 Life
Move 4
Range 5
Attack 3
Defense 3
70 Points

Dwarven
Common Squad (3 Figures)
Warriors
Small 3

DWARVEN AXEMEN
(Einar)

1 Life
Range 1
Attack 3
Defense 3
70 Points

Dwarven
Common Squad (3 Figures)
Warriors
Small 3

***

TWO MISSLE SQUADS

BALEARIC MERCENARY SLINGERS
(Any General)

1 Life
Move 6
Range 4
Attack 2
Defense 2
40 Points

Human
Common Squad (3 Figures)
Precise
Precise
Mercenaries
Medium 5

Stone Killer
When attacking, if two or more skulls are rolled, double all skulls.


SISTERS OF SAINT ELMO
(Jandar)

1 Life
Move 4
Range 4
Attack 3
Defense 4
50 Points

Human
Common Squad (4 Figures)
Nuns
Precise
Medium 5

Greek Fire Special Attack
Attacks all figures in a straight hex row to a 4 hex range. This is the only type of attack possible for the Sisters of Saint Elmo.

***

GREAT HISTORICAL/MYTHOLOGICAL HEROES

THESEUS KING OF ATHENS
(Einar)

5 Life
Move 5
Range 6
Attack 4
Defense 6
150 Points

Demi God
Champion
Disciplined
Medium 5

Generalship
Once per round when revealing an Order Marker, take a turn instead with any other Army Card you control within 5 clear sight spaces. All figures on that card get +1 Attack Dice.

Wrestling
Theseus may always disengage with no leaving attacks, but no small or medium figure may disengage from him.

The Favor of Athena
When revealing one Order Marker on Theseus if not using Generalship, roll one combat die. If a skull is rolled, he may add one to his Movment, Range, or Attack dice, OR remove 1 wound from himself.

HERCULES UNCHAINED
(Einar)

*4 Markers*

6 Life
Move 4
Range 1
Attack 5
Defense 5
200 Points

Demi God
Unique Hero
Champion
Disciplined
Medium 5

Heroic Rage*
Make two attacks.

Throw Objects*
Range 4 Attack 6

Chain Smash*
Attack 6

Regenerate*
Wnen down to 1-2 Life, instead of movement and regular attack, may roll 6 combat dfice, removing 1 wound for each shield rolled.

* = Uses up one marker

(This is a modified version of a Lord Baltimore custom. I'm not as big on markers as he is. LB is a custom figure maker. I have many of his designs. Some use his cards, some mine, some like this one are his modified).

ODYSSEUS THE CLEVER
(Einar)

*2 Markers*

5 Life
Move 6
Range 1
Attack 4
Defense 5
100 Points

Human
Unique Hero
Warrior
Disciplined
Medium 5

Counterstrike
When rolling defense dice against a normal attack from an adjacent attacking figure, all exccess shields count as unblockable hits on the attacker. This power works on everyone.

Shield Deflect*
Expend one marker to remove one wound when it is taken after normal defense fails, maximum 1 per attack roll.

Stealth
All non adjacent normal and special attacks must be made from no further than 3 hexes away.

* = costs 1 marker

(This is a Lord Baltimore custom I am using).

QUEEN BOUDICCA
(Einar)

*3 Markers*

3 Life
Move 4
Range 1
Attack 3
Defense 6
180 Points

Human
Unique Hero
Gladiator
Rebellious
Medium 5

Shield Defense*
After making a regular defense,
D20: 16-20 Cancels all skulls rolled.

Spear Reach*
Range 2 Attack 3

Spear Throw*
Range 3 Attack 2
After this is used, regular attack is reduced to 2 for the remainder of the round.

Presence of the Moon
All female squad members within 10 clear sight hexes get +1 attack dice.

(This is a Lord Baltimore semi-fantasy custom modified by me. I use her with the following squad)

CELTIC WARRIOR WOMEN GLADIATORS
(Einar)

1 Life
Move 6
Range 1
Attack 5
Defense 3
80 Points

Human
Common Squad (3 Figures)
Gladiators
Rebellious
Medium 5

Frenzy of The Goddess
After you take a turn with CWWGs, D20 13+ take another turn.

Sisterhood of the Blade
If a CWWG attacks the same adjacent figure another CWWG has just attacked, this second CWWG getsw an exta Attack Die.

Heroine Bonding
Any one female Hero may take he turn before the Celtic Warrior Women Gladiators.

***

FOUR FEMALE HEROINES

Need more women on the battlefield? Try these...

JAN OF ERCH
(Jandar)

3 Life
Move 5
Range 1
Attack 3
Defense 3
80 Points

Human
Unique Hero
Valiant
Warrior
Medium 4

Inspire
Before her own movement, Jan can give any other Army Card you control an extra turn!

Net of Amnesia
Instead of attacking, Jan can remove an Order Marker from an adjacent enemy figure
OR
Declare that they cannot take an Order Marker next round.
Cannot be used on the same round as Inspire.

Flashing Battle Axe
Jan can attack two adjacent enemy figures at once, using the same attack roll. Each defends seperately.

LADY STEEL
(Ullar)

6 Life
Move 5
Rangbe 1
Attack 5
Defense 4
110 Points

Human
Unique Hero
Champion
Martial Artist
Medium 5

Blade of Kali
Each unblocked hit counts as 2.

Trickster Twirl
All adjacent attacks may be directed onto any other adjacent figure, friendly or enemy. If there are none, half the non-adjacent attackers atteck dice, rounded down. Lady Steel never takes falling damage.

VARSYRIS THE ELF MAGE
(Ullar)

6 Life
Move 6
Range 6
Attack 2
Defense 5

Elf
Uniaque Hero
Mystical
Medium 4

Fireball
Attack 4 Range 6

If a nonadjacent target takes at least one wound, reroll 1 attack die for a possible additional wound that cannot be blocked.

Staff of Banishment
After moving and before attacking, D20 9-20 move any friendly or enemy figure witin 3 clear sight hexes up to 9 hexes away. If figure is engaged, it does not take leaving attacks.


AERIEL ELFAIRY
(Ullar)

5 Life
Move 9
Range 1
Attack 4
Defense 5
140 Points

Elfairy
Unique Hero
Scout
Valiant
Medium 4

Flying
When moving, Aeriel can ignore height, water, other figures, and obstacles. If she is engaged when she begins to fly, she takes any leaving attacks.

Diving Attack
While moving, Aeriel may pause to attack, and then finish her movement. She takes no leaving damage if she moves at least one hex before attacking.

Self Healing
Instead of movement or attack, Aeriel can remove one wound marker from her Army Card.

***

Last edited by chas; November 24th, 2017 at 10:40 AM.
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Old November 25th, 2010, 01:28 AM
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Re: The Chas Custom Closet

Here's a brand new untested custom, in response to our new Samuel Brown American Revolutionary War Hero. This immediately creates a niche for a British Hero--use any Rev War figure with a repainted Green coat:

LYNDON BARRY
(Einar)

3 Life
Move 5
Range 6
Attack 3
Defense 2
55 Points

Human
Unique Hero
Loyalist
Disciplined
Medium 5

Recruit Loyalists

Instead of attacking, roll the twenty sided die. On a roll of 15 or higher, place a defeated 10th Foot figure back on the board, on an empty space adjacent to Lyndon Barry but not adjacent to an unfriendly figure. Place a wound marker on its base. The new Loyalist has the same statistics as a 10th Foot figure, but without its Special Powers. Lyndon Barry may not recruit more figures than the number that started the game.
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Old January 2nd, 2011, 03:48 AM
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Re: The Chas Custom Closet

Given that Barry has one less Life, Range and Defense than the 60 point Samuel Brown, he seems like he might be worth a little less than 55.

Also, I was thinking that instead of the awkward placement of wound markers, you could instead create another unit - the Common Hero loyalist. They could be 20 point figures with:

Loyalist
Einar

Life 1
Move 5
Range 6
Attack 2
Defense 2

Human
Common Hero
Loyal
Loyalist
Medium 5

Cost 20

ANSWER THE CALL
Loyalists do not start the game on the battlefield. They must be summoned onto the battlefield by Lyndon Barry.

LOYAL TO THE END
If Lyndon Barry receives enough wounds to be destroyed, you may instead destroy a Loyalist adjacent to Lyndon Barry. Ignore any wounds received by Lyndon Barry.

TAKING ORDERS
When you reveal an order marker on an army card for the 10th Regiment of Foot, you may take a turn with any combination of 10th Regiment of Foot figures or Loyalist figures. The total number of figures you may take a turn with may not exceed four.



Then Change Lyndon Barry's card to reflect summoning a Loyalist. Since it's instead of attacking, I would consider letting him summon up to 2 Loyalists (10 or higher to summon one; 15 or higher to summon two). The power could read as follows:

RECRUIT LOYALISTS
Instead of attacking, you may roll the 20-sided die. On a roll of 10 or higher, you may choose a Loyalist figure you control that is not currently on the board. Place the Loyalist within three clear sight spaces of Lyndon Barry but not adjacent to an enemy figure. If you roll a 15 or higher, you may place two Loyalists.

Barry should probably have another power, like a special attack, but I can't think what it should be at the moment.

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Old January 2nd, 2011, 02:43 PM
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Re: The Chas Custom Closet

I think Barry's power is much better than Sam's, hence the point cost. We'll be playtesting your Loyalists at my place soon, and we'll let everyone know how it worked.

I set it up so nobody would need more figures. Loyalists should be painted up with green coats if you're going to do it. Making them Common Heroes is very interesting, and allows greater flexibility. Barry could only summon up those you included in your army at the outset, but summon them more than once after they die as well.

Thanks for the input!
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Old March 16th, 2012, 12:04 PM
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Re: The Chas Custom Closet

And now, its time for Thor's pals:

THE WARRIORS THREE

FANDRAL THE DASHING

Asgardian
Unique Hero
Warrior
Valiant
Medium 5

5 Lives
Move: 6
Range: 1
Attack: 5
Defense: 4
150 Points

Dashing Thrust

Once per round, when attacked by an adjacent figure, Fandral may make his own attack against that figure first. If the attacker is defeated, its attack against Fandral is cancelled.

Dashing Charm

All opponents are -1 Attack and -1 Defense (Minimum 1) in any attack or defense using regular dice. All females are +1 Attack and +1 Defense against him after Fandral has caused a wound on them. These effects are not cumulative; but modify regular numbers one at a time.


HOGUN THE GRIM

Asgardian
Unique Hero
Warrior
Valiant
Medium 5

5 Lives
Move: 5
Range: 1
Attack: 4
Defense: 5
145 Points

Grim Visage

Once per round, after an order marker is revealed on an army card you do not control within 6 clear sight spaces but before it moves, roll the twenty sided die: 1-5: No Effect. 6-10: Figure loses two spaces of movement. 11-15: Figure loses half movement rounded down (minimum 1). 15-20: Figure's movement cancelled. This affects all figures on Army Card.

Snow Shaman

Instead of attacking, Hogun may heal 1 wound on himself or an adjacent figure. Hogun heals 2 wounds if on snow or ice, or adjacent to a Glacier Mountain.


VOLSTAGG THE VOLUMINOUS

Asgardian
Unique Hero
Valiant
Warrior
Medium 5

6 Life
Move: 5
Range: 1
Attack: 4
Defense: 4
140 Points

Bone Throw

Range 6 Attack 2

Instead of a regular attack, Volstagg may hurl a large food bone from the large supply he carries.

Belly Bounce

After his regular attack, Volstagg may knockback any one adjacent medium figure up to 3 spaces or any one adjacent small figure up to 6 spaces in a straight hex row. the space must be on the same level or lower than its current location. The figure takes no leaving damage. Non-flyers take any falling damage.
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  #6  
Old November 27th, 2014, 06:26 AM
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Re: The Chas Custom Closet

BACK TO THE PAST!

Well, now. Its been a good four years since I created this thread, and two since I've been back here. Besides playing many other games, my Heroscape focus in the last couple of years has been on Marvelscape/Superscape, and you can see the results in the Marvelscape site section after my Great Supers Card Hunt, in threads like my Chas Quickscan Master Lists, Pulp Adventure Games, The Infinity Gauntlet I and II game mini-campaign and more. But I have been also keeping up with C3V and their new waves issued, especially since two of my local pals in the New York Gang of Four are members of their Inner Sanctum, by playing most of the new committee customs with them in our regular monthly games, and even doing a bit of playtesting for them.

I've also been very active on boardgamegeek.com for the first time lately, where you can follow my posts as Jon Snow/Chas59, and now doing my Great Boardgame Hunt by scanning their database and building up my collection of Owned and Previously Owned board and miniatures games on that site, from over fifty years of gaming and collecting. I have posted a review of Heroscape there recently, and several other games as well, and interacted a bit with the somewhat overlapping Scape Community over on that other site.

For our upcoming local Scape game next month, December 2014, I've taken out my box of old customs, including those on this thread, to reconsider. I may even use a couple of them in our upcoming game, which will be a lava map, in order to playtest my New Molten Lava Rules (as posted in the Other Customizations section onsite nearby), and those of my Heroscape Healing Booth as well. Each Classic/VC army will have one Super as well. For posts about mixing Super and Classic/VC Scape, see many threads and posts over in the Marvelscape section.

Its time to remake the doughnuts!

Last edited by chas; October 29th, 2017 at 08:47 AM.
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  #7  
Old December 1st, 2015, 08:27 AM
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Re: The Chas Custom Closet

Its been about a year since I've been back here. Although my primary interest in that time has remained Marvelscape, I've just become interested in Dysole's fairly new line of Avatar The Last Airbender cards. I've also kept up with C3V. So just a note here that you can keep up with all of my local groups adventures including the use of customs both ours and those of other designers for Classics and Supers on our thread:

Official Heroscape/General Discussion/The New York City Gang of Four
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Old September 13th, 2017, 12:57 PM
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Re: The Chas Custom Closet

Here in September 2017

Whoa--the posts here are from 2010-2015! After that I got mostly into Superhero Customs, as evidenced by my much longer supers custom thread over in the Marvel section, my Quick Scan Master Lists, and etc.

Back when I was creating the Classic Customs here for regular Scape, we did not have many of the pieces we have now. Attending two wargaming mini conventions by HMGS a year back then, I had access to all kinds of fantasy customs figures from other games like Mage Knight, in huge bins at their flea markets. I'd spend a long time combing through the bins that various gamers had for sale there. If I'd see a figure I liked, I'd get it and make up a card for it. It all started with an Orc riding a giant turtle, which was the mascot of Beloit College, WI where I went as an undergrad. I got four of them to make a squad of turtle riders...

Later on I also got a few dozen cards and figures of customs made by a friend of a friend, and still have those as well (not shown here). Its time for some of these bad boys to come out of the closet again!

***

Having just run a successful Lord of the Rings Mt. Doom scenario, using Sherman Davies' custom LOTR cards among others, I'm working on a custom scenario that will be from Tolkien's Silmarillion. This will be from the Orc/Dwarf Wars, and utilize only my own customs, as shown on this thread's Original Post.

Just as that work is a long time ago, my customs include two very complete Dwarf and Orc armies, from long ago when there were no official Dwarves in Heroscape, and the Orcs were pretty weak (Blue Skinned Gruts)--there weren't even any Heavy Gruts, let alone Ornak.

In the Heroic Mythical tradition, where the farther back you go in antiquity the stronger and more long lived an individual being was, it would be appropriate to revive using my customs as being from the old age, who are stronger and better organized as armies than Official or even C3V Scape!

I you are not familiar with this theme, human or other history is considered to start in a Golden Age, then Silver, then Bronze--like the ages of comic books, whose nomenclature is taken from this system. Or you can contrast the later Medieval historical period with the earlier Ancient Biblical or Roman Eras.

So the idea is two teams of two players, who will battle it out somewhere near the underground Dwarven Kingdom, using the cards and figures as noted on this old thread to build their own armies! A long time ago I wanted to try this out with Taeblewalker, but there being so many new things to try, we never did it.

See The New York City Gang of Four thread noted in the above post for the upcoming scenario.

Last edited by chas; September 14th, 2017 at 11:37 AM.
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  #9  
Old September 14th, 2017, 12:22 PM
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Re: The Chas Custom Closet

Your mascot was an orc riding a giant turtle? Sweet.
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Old September 14th, 2017, 01:02 PM
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Re: The Chas Custom Closet

Actually its a regular turtle. Although I've always lived in NYC, I went to college in Wisconsin. Back in 1969, a high school age pal and I were visiting the campus to consider attending. We stayed over in the Beloit Hilton--no relation to the Conrad Hilton chain of hotels, believe me. After we'd pretty much decided this school was the place for us, we were watching The Tonight Show later that evening. We saw Johnny Carson and sidekick Ed Macmahon reminiscing about their old days in Wisconsin radio, and one of the places they mentioned doing a 'live remote' show in was--Beloit, Wisconsin! Which is how Johnny Carson helped me pick my college! True story.

Anyhow, why a turtle for a mascot? Because among many other things, Beloit College has an archaelogy museum and several yet unexcavated old Native American burial mounds on its campus, one of which is in the shape of--a turtle!

Beloit is also famous for its archaelogist graduate who later famously led ground breaking paleontological expeditions into the Gobi Desert in China during the 1920-30s for NYC's American Museum of Natural History--Roy Chapman Andrews,--who first discovered dinosaur eggs (you can still see them in the museum today); those of protoceratops andrewsii --while fighting off Chinese bandits and having many other adventures during his expeditions, about which he wrote several books. He is also know today as "The Real Indiana Jones!"

Last edited by chas; September 14th, 2017 at 07:13 PM.
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Old September 14th, 2017, 02:48 PM
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Re: The Chas Custom Closet

Very cool.

Surprised no one has dug into those burial mounds.

I have been watching quite a bit of Carson lately but they rarely play episodes going that far back. Great show. I always try to catch the opening so I can get the date, guest list and monologue.

You never fail to grab my interest chas. Thanks for the info.

Go Turtles!
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Old November 4th, 2017, 12:43 PM
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Re: The Chas Custom Closet

SILMARILLION SCAPE FOUR ARMIES
By Chas 2017

Here my custom Orc and Dwarven Armies are separated into two wings each for a four player game.


ORC ARMY A

Overlord Zindack 150
War Chief Aflak 110
Orc Shaman 100
Orc Healer 75
Orc Basher 50
Orc Spear Thrower 75
Orc Lizard Scouts 75
Orc Ripper Squad 60
Orc Musketeers Squad 50
Orc Slicer Squad 50

TOTAL: 795


ORC ARMY B

War Chief Barac 110
Orc Duelist 125
Orc Sadist 80
Orc Portal Chanters (2) 90
Orc Musician 80
Orc Berserker 60
Orc Mini Gunner 85
Orc Turtle Riders Squad 120
Orc Pounder Squad 40
Orc Digger Squad 35

TOTAL: 825

TOTAL ORC FORCES: 1,620


DWARVEN ARMY A

Prince 100
Captain 90
Wizard 100
Champion 80
Mortarman 85
Warden 80
Miner 75
Engineer 75
Mechanic 80
Heavy Squad 80
Axemen Squad 70
Musket Squad 70

TOTAL: 985


DWARVEN ARMY B

Warlord 120
Captain 90
Berserker 75
Mini Gunner 95
Bombard 100
Bombard Gun Captain 90
Bombard Gunner 80
Engineer 75
Mechanic 80
Heavy Squad 80
Axemen Squad 70
Musket Squad 70

TOTAL: 1,025

TOTAL DWARVEN FORCES: 2,010

Note: For out first game, we are doubling all 6 Orc Common Squads for a total of 12. The 3 Dwarven Common Squads are already have two of each type. This also addresses the larger Dwarven point total. This adds 320 Points, reducing the Dwarven lead from 400 to 80 Points.

Last edited by chas; November 8th, 2017 at 12:38 PM.
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