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  #169  
Old April 16th, 2018, 04:06 PM
Heroscaper 101 Heroscaper 101 is offline
 
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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
  • Targeting Point = Head
  • Grey Area = None
The figure used for this unit is Large Water Elemental from Wizards of the Coast D&D Set. The name and model number is Large Water Elemental.


Last edited by Heroscaper 101; July 30th, 2018 at 10:34 PM.
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  #170  
Old April 16th, 2018, 04:13 PM
Heroscaper 101 Heroscaper 101 is offline
 
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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
  • Targeting Point = Head
  • Grey Area = None
The figure used for this unit is Small Ice Elemental from Various Pathfinder D&D Set. The name and model number is Small Ice Elemental Reign of Winter.


Last edited by Heroscaper 101; July 30th, 2018 at 04:33 PM.
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  #171  
Old April 16th, 2018, 04:16 PM
Heroscaper 101 Heroscaper 101 is offline
 
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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
  • Targeting Point = Head
  • Grey Area = Sword & Shield
The figure used for this unit is Hero of Vahalla from Wizards of the Coast D&D Set. The name and model number is Hero of Vahalla Blood War #018.

Last edited by Heroscaper 101; July 25th, 2018 at 08:14 PM.
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  #172  
Old April 16th, 2018, 04:20 PM
Heroscaper 101 Heroscaper 101 is offline
 
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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
  • Targeting Point = Head
  • Grey Area = Sword & Flag
The figure used for this unit is Oloch Half-Orc Warpriest from pathfinder D&D Set. The name and model number is Oloch Half-Orc Warpriest Iconic Hero's.




Last edited by Heroscaper 101; July 25th, 2018 at 01:18 PM.
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  #173  
Old April 16th, 2018, 05:35 PM
Heroscaper 101 Heroscaper 101 is offline
 
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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
  • Targeting Point = Head
  • Grey Area = Swords
Bio: During their time on their home planet Grut, the orc berserkers were up to no good. Before their assault they were transported by a blinding light. When the Orc Berserkers finally woke up, they then found out there were on a mystical planet called Valhalla. There were other orcs on the planet besides them. After getting together with every orc, they formed a mighty warband to fight the enemy.


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.
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  #174  
Old April 16th, 2018, 07:15 PM
Heroscaper 101 Heroscaper 101 is offline
 
Join Date: January 24, 2018
Location: USA - CA - Clovis (Town)
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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
  • Targeting Point = Head
  • Grey Area = Spears & Shields
Bio: When the Spartan Gladiators finished their match in the arena. They thirst for more combat even though they ended their match. Before they started their next match there was a blinding light. The light transported the Spartan Gladiators to a unknown planet. When they awoke they found other gladiators to create a fighting arena to defeat all their foes.

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.
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  #175  
Old April 17th, 2018, 04:48 PM
Heroscaper 101 Heroscaper 101 is offline
 
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Posts: 1,450
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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
  • Targeting Point = Head
  • Grey Area = None
_________________________________________________________________
-Rulings and Clarifications-
  • - Monk Mastery : Using the ‘X’ Order Marker
    Monk Mastery states that all Order Markers must be placed on Unarmed Monk Army Cards and at least one Order Marker must be placed on Master Rakshasa in order for it to take effect. Can the X Order Marker be placed on Master Rakshasa in order to activate Monk Mastery?
    Yes. The X Order Marker is a valid Order Marker. (Hasbro FAQ)
_________________________________________________________________
-Combinations and Synergies-

Synergy Benefits Received
  • - N/A
Synergy Benefits Offered
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.
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  #176  
Old April 17th, 2018, 05:20 PM
Heroscaper 101 Heroscaper 101 is offline
 
Join Date: January 24, 2018
Location: USA - CA - Clovis (Town)
Posts: 1,450
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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
  • Targeting Point = Head
  • Grey Area = Sack
The figure used for this unit is Human Bandit from the Wizards of the Coast D&D Set. The name and model number is Human Bandit Demonweb #034.


Last edited by Heroscaper 101; July 24th, 2018 at 08:46 PM.
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  #177  
Old April 18th, 2018, 04:05 PM
Heroscaper 101 Heroscaper 101 is offline
 
Join Date: January 24, 2018
Location: USA - CA - Clovis (Town)
Posts: 1,450
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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
  • Targeting Point = Head
  • Grey Area = None
Bio: When exploring the vast dark abyss in Toril, there was a hidden temple that lurked in the shadows. After the Ancient Shadow Elemental revealed the secrets of the temple hidden in the darkness. There was a flash of light, when the elemental regained consciousness the temple was gone. The Ancient Shadow Elemental that this strange planet was not Toril but Valhalla. It was time for the Ancient Shadow Element to unleash true darkness against his foes.

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.
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  #178  
Old April 19th, 2018, 02:55 AM
Heroscaper 101 Heroscaper 101 is offline
 
Join Date: January 24, 2018
Location: USA - CA - Clovis (Town)
Posts: 1,450
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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
  • Targeting Point = Head
  • Grey Area = None
Bio: The Ancient Light Elemental was shedding some light on the temple hidden in the darkness. There was an enemy lurking in the shadows waiting to ambush the Ancient Light Elemental. It was the Ancient Shadow Elemental that was stalking his counter elemental. Just before the clash of elemental, they were teleported to an unknown planet. When the Ancient Light Elemental start to see that the planet is not Toril but Valhalla. The Ancient Light Elemental decided to fight with the good guys and bring true justice to all enemies.

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.
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  #179  
Old April 24th, 2018, 08:26 PM
Heroscaper 101 Heroscaper 101 is offline
 
Join Date: January 24, 2018
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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
  • Targeting Point = Head
  • Grey Area = Spear & Wand
_________________________________________________________________
-Rulings and Clarifications-
Spirit of the Hunt vs. Multiple Attacks vs. "Affected Figures":
Q.
Under what conditions does Lord of the Hunt's Spirit of the Hunt prevent a figure being attacked?:

A. Adjacency to Lord of the Hunt only prevents an opponent's figure from "targeting" other figures with any Attacks. Attacks that affect other figures in addition to the target may still do so as long as Lord of the Hunt is the target of the Attack. A single attack that allows choosing additional figures relative to the target to be selectively affected by the attack (e.g. Othkurik's Acid Spray SA or Gurei-Oni's Tetsubo SA) may still affect additional figures in addition to the target. Likewise, area-effect attacks which affect all figures adjacent to the target (e.g. Jotun's Wild Swing SA, or DW9K's Explosion SA), may affect figures adjacent to Lord of the Hunt.

However, opponent figures with multiple Attacks (e.g. Major Q10 or Kaemon Awa), may not target any other figures with separate Attacks while Lord of the Hunt is still engaged.

In the case of Pelloth's Lolth's Wrath SA, which does not specifically "target" any figure, if Lord of the Hunt is adjacent to Pelloth, Lord of the Hunt would need to be destroyed before any wounds could be applied to other figures.

A Great Deal of Lord of the Hunt
Q. In a multi-player game, when engaged with two opponents' Lord of the Hunt, how do I decide which Lord of the Hunt to Attack?
A. The card states that the engaged figure may only Attack "TLord of the Hunt," not "this figure" (well-put, KC). You may choose which opponent's Lord of the Hunt to Attack. And good luck killing both of them. Seriously.

Tandros vs. Dinosaur
Q.
If Lord of the Hunt is adjacent to an opponent's Grimnak, may Grimnak use CHOMP against a different adjacent figure?
A. Yes. Chomp is a special ability, not an attack.
_________________________________________________________________
-Combinations and Synergies-

Synergy Benefits Received
N/A
C3V 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.
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  #180  
Old April 24th, 2018, 11:48 PM
Heroscaper 101 Heroscaper 101 is offline
 
Join Date: January 24, 2018
Location: USA - CA - Clovis (Town)
Posts: 1,450
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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
  • Targeting Point = Head
  • Grey Area = Weapon & Shield
The figure used for this unit is Ogre Skullcrusher from Auggies Wizards of the Coast D&D Set. The name and model number is Ogre Skullcrusher Deathknell #041.



Last edited by Heroscaper 101; June 13th, 2018 at 11:34 AM.
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