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Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment |
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#217
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Re: Heroscaper 101's customs
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#218
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Re: Heroscaper 101's customs
That's an interesting change, but automatic shields are roughly equivalent to 3 defense dice on average (since usually only one out of every 3 dice will show a shield). Giving a unit even just one automatic shield makes them extremely tough to kill, and we usually only see this on squads with about 2 defense. There's no problem with breaking the mold, of course, but going up to a full 3 automatic shields with 3 defense dice would make the Tenma Samurai almost unkillable in practice, especially when combined with Counterstrike.
I do like the distinction of making their Experience markers work for defensive purposes, though, especially since it nicely contrasts the Tagawa Samurai's form of offensive Experience. It'd be interesting to see it toned down a little bit. Proud Member of Platyfly!
Custom Units — Maps & Scenarios Battle Reports The Case for a VC Master Set |
#219
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Re: Heroscaper 101's customs
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#220
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Re: Heroscaper 101's customs
Name = Pharaoh's Honorguard
General = Vydar Planet = Feylund Species = Undead Uniquity = Uncommon Type = Hero Class = Guard Personality = Loyal Size = Medium Height = 5 Master Stats Life = 4 Move = 4 Range = 1 Attack = 3 Defense = 3 Basic Stats Move = 5 Range = 1 Attack = 8 Defense = 3 Points = 60 (Single Spaced) Acid Mist 12 After moving and before attacking, choose a small or medium figure adjacent to Pharaoh's Honorguard. Roll the 20-sided die. If you roll a 12 or higher, the chosen figure cannot roll any defense dice if attacked by Pharaoh's Honorguard this turn. Death Mist 15 If an opponent's figure moves adjacent to this Pharaoh's Honorguard, roll the 20-sided die. If you roll a 15 or higher, the opponent's figure recieves 1 wound. Figures can be affected by Death Mist only as they move into engagement with this Pharaoh's Honorguard. Tough When rolling defense dice against any normal attack, this Pharaoh's Honorguard. always add one automatic shield to what is rolled. Number of Figures = 1
And now, with her army at her command, Queen Sudema and the Mummy Lord will march, and their enemies will fear the undead again! The figure used for this unit is Mummy from Auggies Wizards of the Coast D&D Set. The name and model number is Mummy Harbinger #051. Last edited by Heroscaper 101; June 13th, 2018 at 03:18 PM. |
#221
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Re: Heroscaper 101's customs
Name = Tremble Karnas
General = Vydar Planet = Eberron Species = Warforged Uniquity = Unique Type = Hero Class = Barbarian Personality = Stoic Size = Medium Height = 5 Master Stats Life = 3 Move = 6 Range = 1 Attack = 6 Defense = 1 Basic Stats Move = 5 Range = 1 Attack = 5 Defense = 4 Points = 135 (Single Spaced) Ignore Pain When rolling defense dice against a normal or special attack, Tremble Karnas always adds 2 automatic shield to whatever is rolled. Warforged Rage When revealing a numbered order marker on Tremble Karnas' Army Card, you may also reveal an "X" order marker that is on Tremble Karnas' Army Card to activate Warforged Rage for the duration of the round. While Warforged Rage is active, add 3 to Tremble Karnas' Defense value and subtract 2 from Tremble Karnas' Attack and Move values. When Tremble Karnas attacks while Warforged Rage is active, he may attack any or all adjacent to him. Roll each attack separately. Double Attack When Tremble Karnas attacks, he may attack one additional time. Number of Figures = 1
_________________________________________________________________ -Rulings and Clarifications-
Synergy Benefits Received: Synergy Benefits Offered: C3V and SoV Custom Synergies Spoiler Alert! Synergy Benefits OfferedSynergy Benefits Received
-Strategy, Tactics and Tips- TBA The figure used for this unit is Warforged Barbarian from Auggies D&D Set. The name and model number is Warforged Barbarian #024. Last edited by Heroscaper 101; May 11th, 2018 at 01:39 PM. |
#222
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Re: Heroscaper 101's customs
Ummm wow...Tremble Karnas should like 300pts lol. He’s unkillable at 5 def and 2 auto shields. Maybe if he had 2-3 life, but even then this guy is straight up OP. The reason I know this is because I created a custom that got 2 auto shields but he had 4 life and 2 def and even then the dude was insanely powerful and hard to kill.
Many have mentioned the best way to move forward with your customs is to first playtest your ideas and then try to adjust and balance them...have you done that at all? Cause it seems a futile use of effort to keep designing customs that are mechanically broken and OP without bothering to playtest whether or not they actually work. Sir Heroscape's Content
Customs, Maps, Battle Reports YouTube Channel, Trade List, 'Scaper of the Month, Burnout Format Tourney Record: 282 - 124 Online Record: 19 - 22 |
#223
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Re: Heroscaper 101's customs
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Check out my ebay where you can find my custom dice trays and dicetowers: https://www.ebay.com/usr/captainamazing_jerdo |
#224
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Re: Heroscaper 101's customs
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#225
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Re: Heroscaper 101's customs
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#226
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Re: Heroscaper 101's customs
You could. That would be an improvement.
The Marro Warriors are annoying. But it's not terribly hard to kill one of them, and their attack output isn't great. They just have 2 attack. Putting a regrow ability that also grants extra attacks on a figure that has high defense, decently high life, and high attack is getting dangerously close to being overpowered at any point cost. |
#227
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Re: Heroscaper 101's customs
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#228
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Re: Heroscaper 101's customs
The point is that he has 6 defense in the first place. It's very hard to kill one of his heads. Making the heads come back makes him wayyy too good.
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