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


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  #25  
Old March 5th, 2018, 02:22 AM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: Heroscaper 101's bestiary

Small

()Mindless Pack
After revealing an Order Marker on this card, roll the 20-sided die.
  • If you roll a 1-5, you may make a turn with 1 Thrall you control.
  • If you roll a 6-15, you may make a turn with up to 2 Thralls you control.
  • If you roll a 16 or higher, you may make a turn with up to 3 Thralls you control.
()Pounce Special Attack
Range 3. Attack 5.
Instead of attacking normally, a Darkprowl Thrall may attempt to pounce. To pounce, choose a non-adjacent small or medium figure whose base is not higher or lower than 5 levels from the base of the attacking Thrall. If the figure is destroyed, immediately place the attacking Thrall on the space the figure occupied. If the figure is not destroyed, destroy the attacking Thrall.

()Stealthy 4
When an unengaged Darkprowl Thrall is attacked with a normal or special attack, add 4 defense dice to the defending Thrall.

Last edited by Heroscaper 101; June 1st, 2019 at 07:56 PM.
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  #26  
Old March 5th, 2018, 07:00 PM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: Heroscaper 101's bestiary

Medium

()REJECTED BY DEATH
At the start of each of your turns after Azazel the Kyrie Warrior has been destroyed, roll the 20-sided die. If you roll a 19 or higher, immediately place Azazel on a space adjacent to any figure you control and remove all Wound Markers on Azazel's card.

()WHIRLWIND ASSAULT
Azazel the Kyrie Warrior may attack any or all figures adjacent to him. Roll each attack separately.

()FLYING
When counting spaces for Azazel the Kyrie Warrior's movement, ignore elevations. Azazel may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Azazel starts to fly, if he is engaged he will take any leaving engagement attacks.

()Piercing Scream
After taking a turn with the Banshees of Durgeth Swamp, you may destroyone Common figure within 3 clear sight spaces of at least two Banshees of Durgeth Swamp you control.

()Stealth Flying
When counting spaces for a Banshees of Durgeth Swamp's movement, ignore elevations. A Banshee may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. If a Banshee is engaged when it starts to fly, it will not take any leaving engagement attacks.

()Mindless Pack
After revealing an order marker on this card, roll the 20-sided die.
- If you roll a 1-5, you may take a turn with 1 Thrall you control.
- If you roll a 6-15, you may take a turn with up to 2 Thralls you control.
- If you roll a 16 or higher, you may take a turn with up to 3 Thralls you control.

()Engorge
When a Bloodburst Thrall attacks, you may add 1 to its Attack number. If you do, and the defending figure is destroyed, you must roll the 20-sided die. If you roll a 13 or lower, destroy that Bloodburst Thrall.

()Rupture
When a Bloodburst Thrall you control receives one or more wounds from a normal attack by an opponent’s figure, you may choose an opponent’s figure adjacent to that Bloodburst Thrall and roll the 20-sided die before removing that figure. If you roll a 14 or higher, the chosen figure receives 1 wound.

()Taskmaster Bonding:
Before taking a turn with the Death Chasers of Thesk, you may first take a turn with any large wild Hero you control.

()Orc Battle Rush:
At the start of the first round of a game, after all order markers have been placed, you may move all Death Chasers of Thesk you control up to 5 spaces each. They must end their Orc Battle Rush movement on an empty space.

()Soul Weapons:
Figures attacked by a Death Knight of Valkrill subtract two from their defense dice. Destructible Objects are not affected by Soul Weapons.

()Unholy Bonding:
Before taking a turn with the Death Knights of Valkrill, you may first take a turn with any small, medium or large relentless Hero you control.

()RETURN TO THE GRAVE SPECIAL ATTACK
Range 1. Attack 6.
After attacking with Return to the Grave Special Attack, destroy the attacking Deathstrike Thrall.

()SAVAGE CRY
After revealing an Order Marker on the Durgeth Ravagers' Army Card and taking a turn with the Durgeth Ravagers, if the Durgeth Ravagers destroyed at least one opponent's figure this turn, you may immediately take a turn with one Savage Hero you control.

()HIDE IN SWAMP
If a Durgeth Ravager is attacked with a normal attack and at least 1 skull is rolled, roll the 20-sided die. If that Durgeth Ravager is on a swamp space, add 3 to your die roll. If he is on a swamp water space, add 6 to your die roll. If you roll 1-15, roll defense dice normally. If you roll a 16 or higher, ignore all damage that would be inflicted by the attack.

()Orb of Vengeance Aura
When a figure you control within 4 clear sight spaces of Emperor Andask attacks an adjacent figure with a normal attack, before defense dice are rolled, you may re-roll all attack dice that did not show skulls. Orb of Vengeance Aura does not affect Emperor Andask. Orb of Vengeance Aura may only be used once per turn.

()Kyrie Supremacy
Any time you roll the 20-sided die for a Kyrie army card, you may add 1 to your roll.

()PLASMA SURGE
After attacking a non-adjacent figure with a Havech Eradicator you control, you must roll the 20-sided die. If you roll a 1-6, destroy that Havech Eradicator. If you roll a 7-17, that Havech Eradicator is safe. If you roll an 18-20, you may attack again with that Havech Eradicator.

()MECHANICAL COMPONENTS
Marro Hive cannot rebirth Havech Eradicators with its Marro Rebirth special power.

()Expendable Rabble
If a Horned Skull Brute that you control is attacked with a normal attack against an opponent's figure and receives 1 or more wounds, you may destroy a small Goblin figure that you control that is adjacent to that Horned Skull Brute to ignore any wounds that Horned Skull Brute just received.
(Works only with the Goblin Cutters.)

()Barge Into Battle
After moving and before attacking, if a Horned Skull Brute you control ends its movement unengaged, you may choose an engaged small or medium friendly squad figure within 3 clear sight spaces of that Horned Skull Brute whose base is no more than 2 levels higher or lower than the base of the Horned Skull Brute. You may switch that Horned Skull Brute with the chosen squad figure. Figures moved by Barge Into Battle never take any leaving engagement attacks.

()Poison Cloud
When a Mezzodemon Warmonger attacks a Common figure, add 1 to its attack value.

()Exoskeleton
At the start of the game, place 1 copper Exoskeleton marker on a Mezzodemon Warmongers Army Card for each Mezzodemon Warmonger figure in your Army. After a Mezzodemon Warmonger rolls defense dice against a normal attack, you may remove 1 Exoskeleton marker from its Army Card to ignore all wounds inflicted by that attack.

()FANATICAL ADVANCE
A Nhah Scirh Cultist is never attacked when leaving an engagement with a Squad figure.

()DRAGONKIND ENMITY
A Nhah Scirh Cultist rolls an additional attack die when attacking a Dragon.

()IRON RESOLVE
When rolling defense dice against a special attack, a Nhah Scirh Cultist always adds 1 automatic shield to whatever is rolled.

()Bloodborn Rising
Each time Nicholas Esenwein destroys a figure, you may remove a wound marker from this Army Card. If the destroyed figure was small or medium, and not undead, replace that figure immediately, if possible, with one of your own previously destroyed Thralls. Nicholas Esenwein may not use Bloodborn rising on destructible object.

()Overextend Attack
After taking a turn with Nicholas Esenwein, you may place a wound marker on Nicholas Esenwein and take another turn with him. You may only use this power once per round.

()BLOOD HUNGER
Before moving a Preyblood Thrall, you may choose an opponent's figure. Add 1 to the Preyblood Thrall's Move and Attack values for each wound marker on the chosen figure's Army Card to a maximum of +3 for each. To use Blood Hunger, the Preyblood Thrall must end its move adjacent to the chosen figure and must attack that figure if possible. If the Preyblood Thrall does not inflict at least one wound on the chosen figure, destroy the Preyblood Thrall.

()QUICK STAB SPECIAL ATTACK
Range 1. Attack 2.
Small and medium figures may not roll defense dice when attacked by Quick Stab Special Attack.

()DISENGAGE
Siiv is never attacked when leaving an engagement.


()FLANKING
When attacking with a Tomb Skeleton you control, if the defending figure is engaged with at least 1 other figure you control, it subtracts 1 from it's defense.

()SKELETAL FORM
When rolling defense dice against an attack from a figure with a Range number of 4 or more that is not a Cleric or a Wizard, a Tomb Skeleton adds 1 die.


()SHAMBLING HORDE
You may move up to 4 Tomb Skeleton Archers you control each turn. If more than 2 of the Tomb Skeleton Archers move this turn, no Tomb Skeleton Archers may attack. If none of the Tomb Skeleton Archers move this turn, you may attack with up to 4 Tomb Skeleton Archers you control.

()CLEAR SHOT
When attacking a figure that is not engaged, a Tomb Skeleton Archer rolls 1 additional attack die.


Last edited by Heroscaper 101; June 1st, 2019 at 07:57 PM.
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  #27  
Old March 5th, 2018, 07:41 PM
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superfrog superfrog is offline
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Re: Idea for Custom Units

This is by far the best custom you've made. It's probably worth more than 90.

I'd suggest limiting how many figures you can pick for Zombie Breath (maybe to 3?) and specifying what figures you can place instead (probably a previously destroyed Undead Savage).

And then I think I'd just change Zombie Flight to Stealth Flight since it's pretty similar to begin with.

But this is actually a quite good custom, keep it up.
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  #28  
Old March 5th, 2018, 08:10 PM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: Heroscaper 101's bestiary

Large

()STEALTH UNDERGROUND MOVEMENT
Instead of moving normally with Ashi-Dhulu, you may immediately place him on any empty non-water space that is within 4 spaces of Ashi-Dhulu and is no higher than 1 level above his height or 3 levels below his base. If Ashi-Dhulu is engaged when he starts his Stealth Underground Movement, he will not take any leaving engagement attacks.

()DEVOUR FROM BENEATH
Before using Stealth Underground Movement, you may choose a small or medium Common figure on a space where Ashi-Dhulu could end his Stealth Underground Movement. Destroy the chosen figure and immediately place Ashi-Dhulu on that space using Stealth Underground Movement.

()GROWING HEAT
After taking a turn with Brimstone, you may place a Growing Heat Marker on this card, up to a maximum of 4 Growing Heat Markers.

()HEAT BLAST SPECIAL ATTACK
Range 2. Attack Special.
Heat Blast Special Attack affects all figures within 2 clear sight spaces of Brimstone. Roll one attack die for each Growing Heat Marker on this Army Card. Roll attack dice once for all affected figures. Each figure rolls defense dice seperately. Heat Blast Special Attack does not affect Brimstone or figures with the Lava Resistant special power. After attacking with Heat Blast Special Attack, remove all Growing Heat Markers from this Army card.

()FLYING
When counting spaces for Brimstone's movement, ignore elevations. Brimstone may pass over water, without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Brimstone starts to fly, if he is engaged he will take any leaving engagement attacks.

()VALKRILL CHARGE
If Gothlok begins his turn unengaged, after moving and before attacking you may roll 12 Valkrill Valkyrie Dice. For each Valkrill symbol rolled, add 1 to Gothlok's attack this turn.

()AURA OF DESPAIR
All figures within 4 clear sight spaces of Gothlok roll 1 less defense die. Figures that follow Valkrill are not affected by Aura of Despair.

()DOUBLE ATTACK
When Morgoloth attacks, he may attack one additional time.

()SWARMING VERMIN
Friendly small figures who follow Utgar or Valkrill are never attacked when leaving engagement with a figure within 5 clear sight spaces of Morgoloth.

()DEMON LEADERSHIP
All Demons you control, except Morgoloth, move one additional space.

()FROST BREATH SPECIAL ATTACK
Range 6. Attack 4.
Figures with the Lava Resistant special power roll 2 less defense dice when attacked by Racheim's Frost Breath Special Attack.

()TRIPLE ATTACK
When Racheim attacks with a normal attack, he may attack two additional times.

()Frightening Presence
Common figures attacking this Skull Demon with a normal attack subtract 1 from their attack dice.

()Valkrill Attack Aura 1
All friendly figures adjacent to this Skull Demon with a range of 1 who follow Valkrill add 1 die to their normal attack.

()TROPHY SKULLS
Once per round, when Uzog destroys an opponent's figure, you may place a Skull Marker on this card. If you do, Uzog cannot move normally for the rest of the round. A maximum of 2 Skull Markers can be placed on this card.

()GRUESOME DISPLAY
When a figure engaged with Uzog defends against an attack from a Durgeth figure, the defending figure rolls one fewer defense die for each Skull Marker on this card.

()Redundant Systems
Start the game with 3 Redundant Systems markers on this army card. After a Vulcanmech Incendiborg receives one or more wounds, you may remove 1 Redundant Systems marker form this card to ignore all wounds.

()Flamethrower Special Attack
Range Special. Attack 4.
A Vulcanmech Incendiborg that does not attack normally may use Flamethrower Special Attack. Choose 2 spaces in a straight line from the attacking Vulcanmech Incendiborg. All figures on those spaces that are in line of sight are affected by Flamethrower Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately.


Last edited by Heroscaper 101; June 1st, 2019 at 07:58 PM.
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  #29  
Old March 6th, 2018, 01:12 AM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: Heroscaper 101's bestiary

Huge

()

Last edited by Heroscaper 101; June 1st, 2019 at 07:59 PM.
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  #30  
Old March 6th, 2018, 03:57 PM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: Heroscaper 101's bestiary

Small

()FLEDGLING ACID BREATH
Instead of attacking with a Black Wyrmling, you may choose one small or medium figure within 4 clear sight spaces of it. Roll the 20-sided die. If you roll a 1-10, nothing happens. If you roll an 11-15, the chosen figure receives 1 wound. If you roll a 16 or higher, the chosen figure receives 2 wounds.

()WYRMLING BONDING
After revealing an order marker on a Black Wyrmling Army Card, before taking that Black Wyrmling's turn, you may take a turn with one other Wyrmling you control.

()FLYING
When counting spaces for a Black Wyrmling's movement, ignore elevations. A Black Wyrmling may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. If a Black Wyrmling is engaged when it starts to fly, it will take any leaving engagement attacks.


Last edited by Heroscaper 101; June 1st, 2019 at 08:00 PM.
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  #31  
Old March 6th, 2018, 08:52 PM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: Heroscaper 101's bestiary

Medium

()Steady Aim
If none of the 53rd North Carolina Sharpshooters move this turn, add 2 to their range.

()Crack Shot
A 53rd North Carolina Sharpshooter receives an additional attack die when attacking a figure that is at least 4 spaces away.

()GHOST WALK
Agent Carr can move through all figures.

()SWORD OF RECKONING 4
If Agent Carr is attacking an adjacent figure, add 4 dice to Agent Carr’s attack.

()DISENGAGE
Agent Carr is never attacked when leaving an engagement.

()DOUBLE ATTACK
When Agent Skahen attacks, she may attack one additional time.

()COVER FIRE
When attacking an opponent’s figure, if Agent Skahen inflicts one or more wounds, you may move one Tricky figure you control who follows Vydar and is within 8 clear sight spaces of Agent Skahen up to 4 spaces. You cannot use Cover Fire to move Agent Skahen.

()STEALTH DODGE
When Agent Skahen rolls defense dice against an attacking figure who is not adjacent, one shield will block all damage.

()GLADIATRON MOVEMENT BONDING
Before taking a turn with Blastatrons, you may move 4 Gladiatrons you control up to 5 spaces each.

()HOMING DEVICE
When attacking a non-adjacent figure, add 1 attack die for every Soulborg you control who follows Vydar that is adjacent to the defending figure.

()Opportunist
When attacking a figure that does not have any revealed Order Markers on its Army Card (or cards if there is more than one Common Army Card for that figure), Buccaneers of Tortuga receive 1 additional attack die.

()Elusive 15
If a Buccaneer of Tortuga you control is attacked by an opponent's figure that is not adjacent, and at least 1 skull is rolled, roll the 20-sided die. If you roll aa 1-14, roll defense dice normally. If you roll a 15 or higher, that Buccaneer of Tortuga takes no damage and may immediately move up to 3 spaces.

()DISENGAGE
Buccaneers of Tortuga are never attacked when leaving an engagement.

()Life Transfer Aura
Each time Calibrax destroys an adjacent figure which is not a destructible object, you may choose a wounded Hero figure you control within 3 clear sight spaces of Calibrax. Remove one wound marker from the chosen Hero's Army Card. Calibrax cannot remove wound markers from his own Army Card.

()Flying
When counting spaces for Calibrax's movement, ignore elevations. Calibrax may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. If Calibrax is engaged when she starts to fly, she will take any leaving engagement attacks.

()COMMAND DISPATCH
After taking a turn with a Command Courier, if that Command Courier did not attack, you may choose an adjacent small or medium Unique Hero you control that follows Vydar and take a turn with that Hero.

()FLEET FOOTED
If a Command Courier is attacked with a normal attack by an opponent’s figure and at least 1 skull is rolled, roll the 20-sided die. If you roll 1-10, roll defense dice normally. If you roll an 11 or higher, that Command Courier takes no damage and instead may move up to 4 spaces. A figure moving with Fleet Footed never takes any leaving engagement attacks. A Command Courier can use Fleet Footed only if he ends his move not adjacent to any enemy figures.

()CURSE OF THE MUMMY
When you choose an opponent's figure and roll the 20-sided die for a special power on any Undead Army Card, you may add 2 to the roll if the chosen figure is engaged with this Crypt Guardian.

()ROYAL ESCORT
When Revealing an Order Marker on this Crypt Guardian, after taking this Crypt Guardian's turn, you may take a turn with one other Guard Hero or Queen Hero you control.

()TOUGH
When rolling defense dice against a normal attack, this Crypt Guardian always add one automatic shield to what is rolled.

()Double Assault
When Evar Scarcarver attacks an adjacent figure or destructible object, he may attack one additional time.

()Frost Rage
When revealing a numbered order marker on Evar Scarcarver's Army Card, you may also reveal an "X" order marker that is on Evar Scarcarver's Army Card to activate Frost Rage for the duration of the round. While Frost Rage is active, add 1 to Evar Scarcarver's Attack and Defense values for each wound marker on his Army Card.

()Cyberclaw:
All small or medium opponent's figures that enter or occupy a space adjacent to any Gladiatron may not move. Figures affected by the Cyberclaw cannot be moved by any special power on an Army Card or Glyph.

()Melee Defense 1:
When rolling defense dice against a normal attack from an adjacent figure, a Gladiatron adds 1 die.

()Primadon Strategic Attack Bonding
Before taking a turn with the Gorillitroopers, you may first take a turn with any Primadon Hero you control. That Primadon Hero may only attack during it's turn. If you take a turn with any Primadon Hero you control, the Gorillitroopers cannot use their Autocannons special power this turn.

()Autocannons
Before attacking, you may add 4 to the Range number and subtract 2 from the Attack number of this Army Card for the duration of this turn. When using Autocannons, a Gorillitrooper that did not move this turn may attack one additional time.

()Force Orb Special Attack:
Range 5 Attack 3
Choose an opponent's figure to attack. Each opponent's figure adjacent to the chosen figure is also affected by Force Orb Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately.

()Mage Hand:
After moving and before attacking with Heirloom, you may choose a Treasure Glyph on an unoccupied space within 4 spaces of Heirloom. You may move that Treasure Glyph onto an empty same-level space adjacent to Heirloom. Symbol-side-up Treasure Glyphs cannot be revealed, and power-side-up Treasure Glyphs must be placed power-side-up when moved by Heirloom.

()Warforged Resolve:
When rolling defense dice against a normal or special attack, Heirloom always adds 1 automatic shield to whatever is rolled.

()Shotgun Blast Special Attack:
Range 5. Attack 3.
Choose a figure to attack. Any figures adjacent to the chosen figures are also affected by the Shotgun Blast Special Attack. James only needs a clear sight shot at the chosen figure. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. James cannot be affected by his own Shotgun Blast Special Attack.

()Whip 12:
After moving and before attacking, choose a small or medium figure adjacent to James. Roll the 20-sided die. If you roll a 12 or higher, the chosen figure cannot roll any defense dice if attacked by James this turn.

()QUICK SHOT
When Josie Whistlestop attacks, she may attack up to 2 additional times. Subtract 1 from Josie's Attack value on her second attack and subtract 2 from her Attack value on her third attack.

()DISHONORABLE LEADERSHIP
When revealing an Order Marker on Kantono Daishi, after taking Kantono Daishi's turn, if Kantono Daishi is unengaged, you may take a turn with one of the following that you control:
• 1 Ninja Squad
or
• up to 2 Ninja Heroes
Any figure in the above list that is taking a turn with Dishonorable Leadership must be within clear sight of Kantono Daishi before moving.

()PHANTOM WALK
Kantono Daishi can move through all figures and is never attacked when leaving an engagement.

()COUNTERSTRIKE
When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure. This power does not work against Samurai.


()SONIC FISTS SPECIAL ATTACK
Range 4. Attack 5.
Choose a non-adjacent figure to attack that is not a destructible object and whose base is not higher or lower than 15 levels from Kursus' base. Any figures adjacent to the chosen figure are also affected by Sonic Fists Special Attack. Roll attack dice once for all affected figures. After attacking, immediately place Kursus on a space one of the destroyed figures occupied, if possible. If Kursus did not destroy a figure or cannot be placed, destroy Kursus.

()BOUND
Instead of his normal move, Kursus may use Bound. Bound has a move of 4. When counting spaces for Bound, ignore elevations. Kursus may bound over water without stopping, pass over figures without becoming engaged, and over obstacles such as ruins. Kursus may not bound more than 15 levels up or down in a single bound. If Kursus is engaged when he starts to bound, he will receive any leaving engagement attacks.

()Vydar’s Range Enhancement Aura:
All friendly figures with a range of 4 or more who follow Vydar and are within 4 clear sight spaces of Laglor add 2 spaces to their Range number. Vydar’s Range Enhancement Aura does not affect Laglor.

()Autoload Special Attack:
Range 7. Attack 3. When attacking with Autoload Special Attack, you may roll Vydar Valkyrie Dice. If you roll at least one Vydar symbol, you may attack again using Autoload Special Attack.

()Improved Cyberclaw:
All small, medium or large opponent's figures that enter or occupy a space adjacent to Major X17 may not move. Figures affected by the Cyberclaw cannot be moved by any special power on an Army Card or Glyph.

()Melee Defense 4:
When rollling defense dice against a normal attack from an adjacent figure, Major X17 adds 4 dice.

()Stealth Armor 15:
When a Microcorp Agent receives one or more wounds, before removing that agent, roll the 20-sided die. If you roll a 15 or higher, ignore any wounds.

()Water Suits:
Microcorp Agents do not have to stop their movement when entering a water space. Add 2 to a Microcorp Agent's defense while he is on a water space.

()Sighting:
When a Microcorp Agent is attacking with a height advantage, he rolls an additional attack die.

()HEAVY WEAPON SPECIAL ATTACK
Range 6. Attack 4.
Up to one Microcorp Trooper that was activated but did not move or attack normally this turn may attack with Heavy Weapon Special Attack.

()HARD TARGETS
Figures attacking a Microcorp Trooper never have height advantage.

()SNOW AND ICE ENHANCED MOVEMENT
Slippery Ice and Heavy Snow only count as 1 space when moving.

()Shadow Ambush
If Mika Connour starts her turn unengaged and on a shadow space, add 3 to her attack this turn.

()Shadow Dance
If Mika Connour starts her turn on a shadow space, instead of moving normally, you may place her on any other empty shadow space within 8 spaces of her current location. If Mika Connour is engaged when she starts her Shadow Dance, she will take any leaving engagement attacks.

()Blend Into Shadow
Mika Connour starts each game with up to 2 shadow tiles on her Army Card (included in expansion pack). If Mika Connour ends her turn on an empty land space, you may place a shadow tile from her Army Card onto the space she occupies if the shadow tile fits normally onto that space.

()Smoke Powder 13:
When any Nakita Agent you control, or any figure you control that is adjacent to any Nakita agent you control, is targeted for a normal attack from a non-adjacent opponent, you may roll the 20-sided die. If you roll a 13 or higher, all Nakita Agents you control, and all figures you control that are adjacent to those Nakita Agents, no longer have any visible hit zones for the duration of the targeting figure’s turn.

()Engagement Strike 15
If an opponent’s small or medium figure moves adjacent to a Nakita Agent, roll the 20-sided die. If you roll a 15 or higher, the opponent’s figure receives a wound. Figures may only be targeted as they move into engagement with a Nakita Agent.

()Gorillinator Movement Bonding:
Before taking a turn with Nakita Agents, you may move 3 Gorillinators you control up to 7 spaces each.

()Tricky Speed 4:
If Otonashi starts her turn adjacent to any figure you control with a "Tricky" personality, she may move 4 additional spaces.

()Attack the Wild 2:
When attacking a figure who has a "Wild" personality, Otonashi rolls 2 additional attack dice.

()Chrono-Key:
Once per round, before revealing a numbered marker on an Army Card in your army, you may choose this Army Card or an Army Card that has at least one figure you control within 6 spaces of Rygarn. Move that numbered Order Marker to the chosen Army Card and reveal it on that Army Card instead.

()Temporal Jump:
When Rygarn receives one or more wounds from a normal or special attack by an opponent's figure, you may roll the 20-sided die. If you roll a 15 or higher, choose an empty space within 4 spaces of Rygarn. Place Rygarn on the chosen space to ignore any wounds he just received. If Rygarn is engaged when he uses Temporal Jump, he will not take any leaving engagement attacks.

()FERAL SWIPE
If Seleena is attacking an adjacent figure, add 1 die to Seleena's attack. If that figure is a Hybrid, add one additional die to Seleena's attack.

()ACROBATIC
When Seleena rolls defense dice against a normal attack, one shield will block all damage.

()Crag of Steel:
When revealing a numbered order marker on Siege's Army Card, you may also reveal an "X" order marker that is on Siege's Army Card to activate Crag of Steel for the duration of the round. While Crag of Steel is active, add 3 to Siege's Defense value and subtract 2 from Siege's Attack and Move values. When Siege attacks while Crag of Steel is active, he may attack any or all adjacent to him. Roll each attack separately.

()Stare of Stone:
Instead of attacking, choose any figure within 4 clear sight spaces of Sudema. Roll the 20-sided die. If the chosen figure is a Squad figure and you roll a 7 or higher, destroy it. If the chosen figure if a Hero figure and you roll a 17 or higher, destroy the chosen Hero.

()Tactical Switch:
When a Warforged Soldier you control attacks an opponent's small or medium figure, you may switch that Warforged Soldier with the defending figure. After switching spaces, the Warforged Soldier must continue that attack, if possible, and cannot attack any other figure this turn. Figures moved by Tactical Switch never take any leaving engagement attacks. An opponent's figure may be moved by Tactical Switch only once per turn.

()Iron Shirt Mastery
When rolling defense dice against a normal attack from an adjacent figure, if Yi Feng receives no wounds from the attack, the attacking figure receives one wound.

()STEALTH LEAP 25
Instead of his normal move, Yi Feng may use Stealth Leap 25. Stealth Leap 25 has a move of 3. When counting spaces for Stealth Leap 25, ignore elevations. Yi Feng may leap over water without stopping, leap over figures without becoming engaged, and leap over obstacles such as ruins. Yi Feng may not leap more than 25 levels up or down in a single leap. If Yi Feng is engaged when he starts his Stealth Leap 25, he will not take any leaving engagement attacks

()GORILLINATOR ATTACK BONDING
After revealing an order marker on Zaeus, you may take a turn with a squad of Gorillinators you control before taking a turn with Zaeus. The Gorillinators cannot move during this turn.

()RAIL GUN SPECIAL ATTACK
Range 7. Attack 4.
When Zaeus attacks an opponent's figure that is not adjacent with his Rail Gun Special Attack, you must choose a figure adjacent to the targeted figure, if possible. If Zaeus inflicts more wounds than needed to destroy the targeted figure, all excess wounds count as unblockable hits on the chosen figure


Last edited by Heroscaper 101; June 1st, 2019 at 08:02 PM.
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  #32  
Old March 7th, 2018, 03:54 PM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: Heroscaper 101's bestiary

Large

()Crippling Gaze 15
Before moving, you may choose a figure within 5 clear sight spaces of Dünd. Roll the 20-sided die. If you roll a 15 or higher remove all order markers on the chosen figure's army card (or cards if your opponent has more than one common card for that figure).

()SHIELD PUSH 13
After moving and before attacking with a Hoplitron, you may choose one small or medium figure adjacent to that Hoplitron. Roll the 20-sided die. If you roll a 13 or higher, move the chosen figure up to 1 space. Figures moved by Shield Push never take any leaving engagement attacks. A non-flying figure moved lower by Shield Push can receive any falling damage that may apply.

()MELEE SOULBORG BONDING
After revealing an Order Marker on a Hoplitron Army Card, before taking that Hoplitron’s turn, you may take a turn with one other Soulborg Hero you control with a Range of 1.

()Iron Tough:
When rolling defense dice against a Special Attack, this Iron Golem always adds 2 automatic shields to whatever is rolled.

()Lava Resistant:
This Iron Golem never rolls for molten lava damage or lava field damage, and it does not have to stop on molten lava spaces.

()GUIDED CANNON SPECIAL ATTACK
Range 4. Attack 4.
Major J15 may target and attack non-adjacent figures with his Guided Cannon Special Attack while engaged.

()BREACHING SCYTHE
When rolling attack dice for a normal attack against large or huge figures or destructible objects, Major J15 always adds 1 automatic skull to whatever is rolled.

()Queglix Gun Special Attack:
Range 6. Attack 1, 2 or 3.
Major Q9 starts each turn with 9 attack dice. Choose any figure within range and attack by rolling 1, 2 or 3 attack dice. Major Q9 may keep making special attacks with 1, 2 or 3 attack dice until he has rolled all 9 attack dice. Major Q9 may target the same or different figures with each attack.

()Machine Pistol Special Attack:
Range 7 Attack 2
Major Q10 may use this special attack 4 times in the same turn. Q10 may target the same figure or a different figure with each attack.

()Wrist Rocket Special Attack:
Range 4 Attack 4
Major Q10 may use this special attack 2 times in the same turn. Q10 may target the same figure or a different figure with each attack.

Last edited by Heroscaper 101; June 1st, 2019 at 08:04 PM.
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  #33  
Old March 9th, 2018, 01:41 PM
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superfrog superfrog is offline
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Re: Idea for Custom Units

Nice card!
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  #34  
Old March 10th, 2018, 03:24 PM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: Heroscaper 101's bestiary

Huge

()RAMMING 6
When a small or medium figure rolls defense die and is not destroyed by a normal or special attack from Augamo, immediately roll the 20-sided die. If you roll a 6 or higher, you may Ram the figure. The player who controls the Rammed figure must place that figure, if possible, on an empty space within two spaces of it's current location, within clear sight of Augamo but not adjacent to him. The space must be on the same level as or lower then it's current location. A Rammed figure never takes any leaving engagement attacks. A non-flying figure moved lower by Ramming can receive any falling damage that may apply.

()HEADLONG CHARGE SPECIAL ATTACK
Range 1. Attack 4.
Instead of moving and attacking normally with Augamo, you may move Augamo up to 4 spaces. Augamo may attack up to 2 times with Headlong Charge Special Attack at any point before, during or after this move as long as Augamo is on a space where he could end his movement.

()STONY RESISTANCE 3
Augamo rolls 3 additional defense dice when defending against a special attack.

()Poisonous Acid Breath:
Instead of attacking, you may choose up to 3 different small or medium figures within 4 clear sight spaces of Braxas. One at a time, roll the 20-sided die for each chosen figure. If the chosen figure is a Squad figure and you roll an 8 or higher, destroy it. If the chosen figure is a Hero figure and you roll a 17 or higher, destroy the chosen Hero. (since this is not an attack, engagement rules do not apply)

()Flying:
When counting spaces for Braxas' movement, ignore elevations. Braxas may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Braxas starts to fly, if she is engaged she will take any leaving engagement attacks.

()PHANTOM WALK
The Varja can move through all figures and is never attacked when leaving an engagement.

()LIVING STORM
At any point while moving, when the Varja leaves a space occupied by another figure, you must roll the 20 sided die. If you roll a 17 or higher, remove all Order Markers from that figure's Army Card (or cards if that figure has more than one Common card for that figure). Figures may not be affected by Living Storm more than once per turn.

Last edited by Heroscaper 101; June 1st, 2019 at 08:05 PM.
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  #35  
Old March 10th, 2018, 10:15 PM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: Heroscaper 101's customs

Name = Foundry of Creation
General = Vydar
Planet = Eberron
Species = Construct
Unique Hero
Class = Foundry
Personality = Tricky
Size/Height = Huge 9(Double Spaced)

Life = 7
Move = 4
Range = 1
Attack = 3
Defense = 6
Points = 145

Foundry Mind
After revealing an Order Marker on this Army Card, you may take a turn with any small or medium common Construct, or Warforged Squad you control before taking a turn with Foundry of Creation. Any figure that is taking a turn must be within 18 clear sight spaces of Foundry of Creation, prior to its movement.

Foundry Reconstruction
After taking a turn with Foundry of Creation, you may roll the 20-sided die. if you roll a 1 through 19, you may place any previously destroyed common Construct, or Warforged Squad figure from your army on an empty space adjacent to Foundry of Creation. If you roll a 20 you may place any previously destroyed Construct, or Warforged Hero figure from your army on an empty space adjacent to Foundry of Creation.

Auto-Turrets
When being attacked from range, you get 2 auto-shields to your defense roll. When you attack, you may increase your range by 4 to attack an opponent's figure.


Number of Figures = 1
  • Targeting Point = Head
  • Grey Area = None
The figure used for this unit is a Forgefiend Rise of the Runelords from the D&D Pathfinder Set.


Last edited by Heroscaper 101; May 22nd, 2018 at 04:21 PM.
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  #36  
Old March 11th, 2018, 12:06 AM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: Heroscaper 101's customs

Name = Dread Demon
General = Utgar
Planet = Toril
Species = Demon
Uniquity = Uncommon
Type = Hero
Class = Marauder
Personality = Wicked
Size = Medium
Height = 5

Master Stats
Life = 7
Move = 5
Range = 1
Attack = 4
Defense = 4

Basic Stats
Move = 4
Range = 1
Attack = 5
Defense = 6

Points = 90
(Single Spaced)

Life Drain
Each time Dread Demon destroys a figure, you may remove a wound marker from this Army Card. Dread Demon cannot Life Drain Destructible Objects.

Flaming Touch
After moving and before attacking, Dread Demon may attempt a Flaming Touch. To do this, choose a figure adjacent to Dread Demon and roll the 20-sided die.
If you roll 1-12, nothing happens.
If you roll 13-15, the chosen figure receives 1 wound.
If you roll 16-17, the chosen figure receives 2 wounds.
If you roll 18-19, the chosen figure receives 3 wounds.
If you roll a 20 or higher, the chosen figure receives 6 wounds.
Dread Demon’s Flaming Touch does not affect figures that are lava resistant or flame resistant.

Double Attack
When Dread Demon attacks, he may attack one additional time.


Number of Figures = 1
  • Targeting Point = Head
  • Grey Area = Sword

The figure used for this unit is Brimorak from Auggies various pathfinder D&D Set. The name and model number is Brimorak Wrath of the Righteous.


Last edited by Heroscaper 101; May 24th, 2018 at 03:09 PM.
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