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Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment |
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#169
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Re: Heroscaper 101's customs
Name = Ancient Water Elemental
General = Aquilla Planet = Toril Species = Elemental Uniquity = Uncommon Type = Hero Class = Construct Personality = Resolute Size = Huge Height = 9 Master Stats Life = 5 Move = 6 Range = 1 Attack = 2 Defense = 5 Basic Stats Move = 6 Range = 1 Attack = 5 Defense = 5 Points = 135 (Double Spaced) Geyser Slam Special Attack Range 2. Attack 4. Any figures adjacent to this Ancient Water Elemental are affected by Geyser Slam Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense separately. The figures that were hit by Geyser Slam Special Attack will be drenched after roll defense. Water Healing After taking a turn with this Ancient Water Elemental, if it is on at least one water space, remove 1 wound marker from this Ancient Water Elemental's Army Card. Dissolve When rolling defense dice against a non-adjacent, you may move to any water space that is within 8 clear sight spaces of Ancient Water Elemental. Number of Figures = 1
Last edited by Heroscaper 101; July 30th, 2018 at 10:34 PM. |
#170
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Re: Heroscaper 101's customs
Name = Ice Elemental
General = Jandar Planet = Toril Species = Elemental Uniquity = Common Type = Hero Class = Construct Personality = Dauntless Size = Medium Height = 4 Master Stats Life = 1 Move = 5 Range = 1 Attack = 5 Defense = 5 Basic Stats Move = 5 Range = 1 Attack = 4 Defense = 4 Points = 30 (Single Spaced) Ice Mastery While a Ice Elemental is on a snow or ice space, add 1 to its Attack and Defense. Searing Cold After moving and before attacking, you must roll the 20-sided die once for each figure adjacent to at least one Ice Elemental you control. If you roll a 14 or higher, that figure can roll 1 less defense die. Figures with the Lava Resistant special power roll 2 less defense dice. Negative Element A Ice Elemental can never roll defense dice while it is on a lava field space. Number of Figures = 1
Last edited by Heroscaper 101; July 30th, 2018 at 04:33 PM. |
#171
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Re: Heroscaper 101's customs
Name = Thrall, the Viking Champion
General = Valkrill Planet = Toril Species = Human Uniquity = Unique Type = Hero Class = Champion Personality = Merciless Size = Medium Height = 5 Master Stats Life = 4 Move = 5 Range = 1 Attack = 3 Defense = 4 Basic Stats Move = 5 Range = 1 Attack = 5 Defense = 5 Points = 85 (Single Spaced) Overextend Attack After taking a turn with Thrall, you may place a wound marker on Thrall and take another turn with him. You may only use this power once per round. Thrall Radiant Spirit When Thrall is destroyed, place this figure on any Unique Army Card. Thrall's Spirit adds one to their Move number and add 1 extra attack die and defense die. Number of Figures = 1
Last edited by Heroscaper 101; July 25th, 2018 at 08:14 PM. |
#172
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Re: Heroscaper 101's customs
Name = Brutus
General = Utgar Planet = Toril Species = Half-Orc Uniquity = Unique Type = Hero Class = Chieftain Personality = Relentless Size = Medium Height = 5 Master Stats Life = 5 Move = 5 Range = 1 Attack = 2 Defense = 5 Basic Stats Move = 5 Range = 1 Attack = 3 Defense = 5 Points = 200 (Single Spaced) Horde Inspiration If all Order Markers for a round are placed on Orc Army Cards, and at least one Order Marker is placed on Brutus, then all Orcs you control (except Brutus) become inspired. Inspired Orcs add one to their Move number and add 1 extra attack die and defense die for the rest of the round. Disengage Brutus is never attacked when leaving an engagement. Double Attack When Brutus attacks, he may attack one additional time. Number of Figures = 1
Last edited by Heroscaper 101; July 25th, 2018 at 01:18 PM. |
#173
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Re: Heroscaper 101's customs
Name = Orc Berserkers
General = Utgar Planet = Grut Species = Orc Uniquity = Common Type = Squad Class = Barbarian Personality = Reckless Size = 5 Height = Medium Master Stats Life = 1 Move = 5 Range = 1 Attack = 3 Defense = 3 Basic Stats Move = 3 Range = 1 Attack = 5 Defense = 4 Points = 50 (Single Spaced) Dual Whirlwind Assault Orc Berserkers may attack any or all figures adjacent to them twice. Roll each attack separately. Scent of Blood You mad add 1 die to your attack for every wound marker on the opponent's army card. Number of Figures = 2
The figures used for this squad unit are from the Noble Knights Games the Miniature & Games set. The name of the figures are Warriors of the Wind #1 by Rackham. Last edited by Heroscaper 101; April 30th, 2018 at 03:09 PM. |
#174
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Re: Heroscaper 101's customs
Name = Spartan Gladiators
General = Einar Planet = Earth Species = Human Uniquity = Common Type = Squad Class = Gladiators Personality = Rebellious Size = Medium Height = 5 Master Stats Life = 1 Move = 6 Range = 1 Attack = 2 Defense = 2 Basic Stats Move = 5 Range = 1 Attack = 3 Defense = 6 Points = 65 (Single Spaced) Reach If an opponent’s figure is within 2 spaces of a Spartan Gladiator, and its base is no more than 3 levels above that Spartan Gladiator’s height or 3 levels below that Spartan Gladiator’s base, that Spartan Gladiator may add 1 to his Range when attacking that figure. Sparta Fury 12 When all Spartan Gladiators moved & attacked this turn roll the 20-sided die. If you roll a 12 or higher, take another turn but you can double attack using the Reach special power again. Number of Figures = 2
The figures used for this squad unit are from the Noble Knights Games the Miniature & Games set. The name of the figures are Gladiators by Zenit Miniatures. Last edited by Heroscaper 101; May 20th, 2018 at 12:15 AM. |
#175
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Re: Heroscaper 101's customs
Name = Master Rakshasa
General = Aquilla Planet = Toril Species = Hybrid Uniquity = Unique Type = Hero Class = Legend Personality = Fearless Size = Medium Height = 5 Master Stats Life = 8 Move = 6 Range = 1 Attack = 4 Defense = 6 Basic Stats Move = 6 Range = 1 Attack = 6 Defense = 6 Points = 200 (Single Spaced) Monk Mastery If all Order Markers for a round are placed on Unarmed Monk Army Cards, and at least one Order Marker is placed on Master Rakshasa, then all Unarmed Monks you control (except Master Rakshasa) become inspired. Inspired Monks can attack one additional for the rest of the round. Deadly Reach Any Unarmed Monks within 5 clear sight spaces of Master Rakshasa, they have the Reach ability. Number of Figures = 1
-Rulings and Clarifications-
-Combinations and Synergies- Synergy Benefits Received
The figure used for this unit is Rakshasa from the Wizards of the Coast D&D Set. The name and model number is Rakshasa Giants of Legend #038. Last edited by Heroscaper 101; July 25th, 2018 at 12:39 AM. |
#176
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Re: Heroscaper 101's customs
Name = Yorick
General = Valkrill Planet = Feylund Species = Human Uniquity = Unique Type = Hero Class = Bandit Personality = Cunning Size = Medium Height = 5 Master Stats Life = 2 Move = 5 Range = 1 Attack = 4 Defense = 4 Basic Stats Move = 5 Range = 1 Attack = 5 Defense = 5 Points = 40 (Single Spaced) Disarm Traps When you roll the 20-sided die for a treasure glyph trap with Yorick, you may add 4 to your die roll. Grave Robbing When Yorick is destroyed, place this figure in the opponent's graveyard. Roll the 20-sided die on which Army Card from the grave. If you roll 1-18, you may steal one small, medium or large army card from the grave. If you roll 19-20, you may steal one small, medium, large or huge army from the grave. You receive the army card at the start of a new round and you can choose which card to rob after you roll the 20-sided die. When you receive your new card, place Yorick in your graveyard. Number of Figures = 1
Last edited by Heroscaper 101; July 24th, 2018 at 08:46 PM. |
#177
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Re: Heroscaper 101's customs
Name = Ancient Shadow Elemental
General = Vydar Planet = Toril Species = Elemental Uniquity = Uncommon Type = Hero Class = Construct Personality = Cunning Size = 9 Height = Huge Master Stats Life = 5 Move = 6 Range = 1 Attack = 2 Defense = 2 Basic Stats Move = 5 Range = 1 Attack = 6 Defense = 2 Points = 95 (Double Spaced) Master of the Shadows While a Ancient Shadow Elemental is on a ice, lava, water or swamp water space, that space and all same-level spaces adjacent to that Ancient Shadow Elemental are considered normal shadow spaces. Figures do not have to stop their movement on normal shadow spaces. Shadow Mastery When a Ancient Shadow Elemental is on any shadow space, you are immune to all range attacks. Your opponent's figure rolls 3 fewer attack dice against Ancient Shadow Elemental. After you attack with the Ancient Shadow Elemental, the opponent's figure rolls 1 fewer defense dice. Darkness Unbound If any friendly small or medium figure adjacent to Ancient Shadow Elemental, rolls defense dice against a normal attack or special attack from a non-adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure, plus the defending figure gets 1 auto-shield to whatever is rolled. Number of Figures = 1
The figure used for this unit are from the Noble Knights Games the Miniature & Games set. The name of the figure is Sarmoth by upper deck entertainment and a world of warcraft miniature. Last edited by Heroscaper 101; May 21st, 2018 at 01:30 PM. |
#178
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Re: Heroscaper 101's customs
Name = Ancient Light Elemental
General = Jandar Planet = Toril Species = Elemental Uniquity = Uncommon Type = Hero Class = Construct Personality = Shining Size = 6 Height = Medium Master Stats Life = 0 Move = 0 Range = 0 Attack = 0 Defense = 0 Basic Stats Move = 0 Range = 0 Attack = 0 Defense = 0 Points = 75 (Single Spaced) Mirror Image Before taking a turn with the Ancient Light Elemental, you may copy the stats from any friendly or unfriendly figure that is within 8 clear sight spaces of the Ancient Light Elemental. You may copy the life, move, range, attack, defense and all special powers. This special power refresh after the round ends. Flash If any figure attacks the Ancient Light Elemental with a adjacent attack, the opponent's figure gets blinded and all skulls rolled become blank. This special power comes into effect if Mirror Image fails or the round ends. Light Refraction When the Ancient Light Element gets attacked from range, you may add 5 auto-shields if the figure is small, or medium. If the attacking target is a large figure, add 6 auto-shields, when the figure is huge, it will be 7 auto-shields. This special power comes into effect if Mirror Image fails or the round ends. Number of Figures = 1
The figure used for this unit are from the Noble Knights Games the Miniature & Games set. The name of the figure is Air Archon Zephyrhaunt by Wizards of the Coast. Last edited by Heroscaper 101; May 21st, 2018 at 01:36 PM. |
#179
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Re: Heroscaper 101's customs
Name = Lord of the Hunt
General = Ullar Planet = Toril Species = Firebolg Uniquity = Unique Type = Hero Class = Legend Personality = Fearless Size = Large Height = 7 Master Stats Life = 7 Move = 6 Range = 5 Attack = 3 Defense = 4 Basic Stats Move = 6 Range = 5 Attack = 5 Defense = 6 Points = 160 (Single Spaced) +2 Spear If Lord of the Hunt is attacking an adjacent figure, add 2 dice to Lord of the Hunt's attack Piercing Spear When Lord of the Hunt attacks an adjacent figure, you may choose one figure that is also behind the defending figure. If the defending figure receives any wounds from Lord of the Hunt's attack, the chosen figure receives one wound. Spirit of the Hunt If an opponent's figure that is adjacent to Lord of the Hunt attacks with a normal or special attack, it must attack Lord of the Hunt. Number of Figures = 1
-Rulings and Clarifications- Spirit of the Hunt vs. Multiple Attacks vs. "Affected Figures":_________________________________________________________________ -Combinations and Synergies- Synergy Benefits Received N/AC3V and SoV Custom Synergies The figure used for this unit is Druid of Obad-Hai from Auggies Wizards of the Coast D&D Set. The name and model number is Druid of Obad-Hai Dragoneye #027. Last edited by Heroscaper 101; August 2nd, 2018 at 03:40 PM. |
#180
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Re: Heroscaper 101's customs
Name = Ogre Skullcrusher
General = Valkrill Planet = Eberron Species = Ogre Uniquity = Uncommon Type = Hero Class = Warrior Personality = Wild Size = Large Height = 7 Master Stats Life = 8 Move = 5 Range = 1 Attack = 4 Defense = 4 Basic Stats Move = 7 Range = 1 Attack = 6 Defense = 5 Points = 150 (Single Spaced) Iron Skin When rolling defense dice against a normal or special attack, Ogre Skullcrusher always adds 1 automatic shield to whatever is rolled. Bigger than You When Ogre Skullcrusher attacks a small or medium figure, you may add 2 die to your attack. Double Attack When this Ogre Skullcrusher attacks, it may attack one additional time. Number of Figures = 1
Last edited by Heroscaper 101; June 13th, 2018 at 11:34 AM. |
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