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


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Old August 19th, 2021, 08:05 PM
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Re: Contention of Galaxus - Between the Multiverse Customs

I really like the look of the Vortiza card. Looks good with all the figures assigned to this general.

Replicus: A pretty unique squad (no pun intended) with the one high attack per turn among the three of them. Their version of the Marro Dividers' ability is pretty nasty, so it's a good thing it has a chance to obliterate the entire squad to keep them in check.

Quantic Chargers: Ironically the strongest unit despite being the lowest-cost if you ask me. The ability to hit-and-run on a high-movement unit is very strong, but nothing compared to the three attacks of 5 at range they get once per round. Provided all three get to use the Special Attack (if it's only just one of them then that makes it much more balanced).

Fueng Tzi: Great twist on the Experience Markers from the Tagawa Samurai, giving the player the option to modify the unit to different modes. Since the Markers are Green White and Blue I thought they'd be for Movement, Range, and Defense respectively, but that doesn't seem to be the case. There's no indication which markers represent which stat is increased. Additionally it might be better to have Move/Range values get +2 instead of +1 as they are generally less powerful than a bonus to Attack/Defense. Otherwise my favorite of the lot, great idea

Fell Abomination: Three attacks at only 1 die isn't ideal but since their bonus or reducing defense stacks it could become lethal very quickly. Add some height and you're all set, though it begs the question of if a space mat would even have terrain on it? Chucks of rock in the void perhaps?

Zariel: Modified chain grab and free movement is quite nice, but other than the strong stats I don't see why Zariel is so expensive.

~TAF

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in THE ENEMY'S LAST RETREAT

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Old August 19th, 2021, 08:55 PM
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Re: Contention of Galaxus - Between the Multiverse Customs

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Originally Posted by TheAverageFan View Post

Quantic Chargers: The ability to hit-and-run on a high-movement unit is very strong, but nothing compared to the three attacks of 5 at range they get once per round. Provided all three get to use the Special Attack (if it's only just one of them then that makes it much more balanced).

Fueng Tzi: Great twist on the Experience Markers from the Tagawa Samurai, giving the player the option to modify the unit to different modes. Since the Markers are Green White and Blue I thought they'd be for Movement, Range, and Defense respectively, but that doesn't seem to be the case. There's no indication which markers represent which stat is increased. Additionally it might be better to have Move/Range values get +2 instead of +1 as they are generally less powerful than a bonus to Attack/Defense. Otherwise my favorite of the lot, great idea

Fell Abomination: Three attacks at only 1 die isn't ideal but since their bonus or reducing defense stacks it could become lethal very quickly. Add some height and you're all set, though it begs the question of if a space mat would even have terrain on it? Chucks of rock in the void perhaps?

Zariel: Modified chain grab and free movement is quite nice, but other than the strong stats I don't see why Zariel is so expensive.

~TAF
Thanks for stopping by and raising some pointers!
Actually, it seems like you hit all the things I missed or need to update. Congratulations, hah!

The Quantic Chargers hit and run is pretty powerful and needs some testing. Their special attack though would be 3 ranged attacks of "4" with a high chance of dealing at least 1 wound. That would make sense however and is a good idea to adjust how many of them can use this during the x activating turn.

Fueng Tzi - Yes, the experience markers are supposed to be green, red and blue as I will update now. And with each color being direct to the stat colors, I'd think the indication would be self explanatory. Giving +2 to movement is something to think about, though would probably have to lessen the experience markers to 3 so that 10 movement isn't a possibility, or force a 3 marker per stat cap. I hadn't thought about adding range and not sure if it would work. Killing a figure with range would be problematic to my vision of the DNA absorption theme.
Thanks, I'm glad you like this one!

Fell Abomination - Yea, with the -1 or more defense, and height advantage, it could get a bit ridiculous. I'm not a big fan of anything more than 3 attacks on a card even though I've played with the idea here and with another custom. I think I will shorten it to 2 additional attacks.

I guess what I'm thinking of here is having more of an invisible plane that separates the characters from the space, and where chaotically all forms of terrain are cropped up throughout the plane., but generally, things would be a bit more open flat to keep more of the battle mate showing.

I've yet to update Zariels points. The 230 points is left from before cutting the "Embers of the End" ability written in the notes out. I did want her to be a pretty big menace/antagonist of a character, but also being more affordable would be nice.

I'll do some updates of these right now! Decided to start Fueng Tzi with 5 move instead of 4. And lowered attack to 3 from 4.

Last edited by SchismaticSounds; August 20th, 2021 at 02:35 AM.
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