EDIT (4/22/23): More than a decade later, I think it's better that visitors to this thread (welcome!) see what I'm working on lately; hence the division of this post into old and new(ish) ideas. The divide between those two is partly chronological, but also one of quality, IMO. The older units you'll find in the spoilers are things I like (or liked at one point) but that do show their age; the newer ideas that I'll display here are things I'm either still tinkering with, or that I think are in a good spot to see play on a casual HeroScape table. While I strive for balance and fun, and I will post miniature information when it's relevant, I can't make myself design around the pre-painted miniatures ecosystem anymore. That made sense, for me, at one time, and now it really doesn't, for me. If you decide to take one or more of these ideas for a ride at your own table, I suggest you do what I do: use proxies, at least until you know whether you like playing with something regularly enough.
Don't be surprised if you see the same/similar mechanics cropping up over and over again, under the same or different names, but do feel free to leave a comment with your thoughts. They're almost always welcome.
ULLAR CAVALRY FACTION: 4/24/23
Quote:
Originally Posted by Son of Arathorn
After workshopping the Roman Cataphracts, I still had cavalry on the brain, but wanted to carry it in a different direction, and at a greater scale. Rather than a standalone unit or one that fits into an existing synergy web, I decided to create a new faction that would only thematically connect with existing units. I also wanted the opportunity to workshop some new lore, so instead of a historical unit, it’s back to fantasy-land.
Unlike the Roman Cataphracts, I do have specific miniatures in mind for each of the three units in this faction. They’re unpainted, and not cheap, but I love the visual reference they give to the units. As with the Cataphracts (and everything else in this thread) you can do as I will and use proxy sculpts. If you really want to purchase, assemble, fill, sand, prime, and paint the minis, you can find them on Etsy here, and here (although there are other sellers if you poke around Etsy. If you have access to a 3D printer and would like to print them out yourself, you can find the .stl files available for purchase from their creator, Artisan Guild, here and here. I'll include the links and sculpt names with the cards & power text below, too.
Lore:Far from the looming shadow of Castle Esenwein, beyond the treetop citadels of the elves, the unconquered northern plains of Feylund stretch thousands of miles around the planet’s polar cap. Elven legends trace their ancestry to these wilder lands, where their most ancient forerunners wove nature’s oldest magic to change their shape, and the wisest sages balanced the ferocity of beasts against the art and reason of elvenkind. The Cervitaurs of Clan Windhorn scoff at such tales. Their own elders say that in the fog of prehistory, a few of the original twelve clans tired of their endless migrations across the plains, spending season after season in the wind and rain, only an unwary breath away from violent death. These tribes wandered south, sought the shelter and shade of trees, and over many generations their descendants lost the fiercest parts of their bodies and souls. Those who remained true to the old ways found eternal glory under an endless sky, never doubting their place in the world's natural order. Peering deep into Feylund’s primeval steppe, Ullar saw and summoned the Warriors of Clan Windhorn to his aid. Now, the cervitaurs fight alongside the elves, charging ahead with bow, spear, and blade in hand, ready to slay every foe in their path.
Notes on lore: We hear a lot about Feylund’s woods, home to the elves and wolves, and about the dark realm of Cyprien Esenwein and the undead, but a planet is a big place. Taking inspiration from nomadic steppe cultures throughout human history, I combined those thematic elements with a slightly different spin on the traditional centaur. Instead of half-horse, half-human, the cervitaurs are half-elf, half-deer (or antelope, or Feylund’s nearest equivalent animal). In my mind, Clan Windhorn is just one of many clans that migrate across Feylund’s harsh northern grassland, which leaves room for all kinds of other clans, creatures, and cultures. I may revisit this space in the future. Or not. We’ll see.
WINDHORN WARRIOR
The miniature used for this unit is the Arverian Centaur, Sculpt B, created by Artisan Guild Miniatures.
Card Text
Spoiler Alert!
NAME = WINDHORN WARRIOR
GENERAL = ULLAR
PLANET = FEYLUND
SPECIES = CERVITAUR
UNIQUENESS = COMMON HERO
CLASS = WARRIOR
PERSONALITY = DAUNTLESS
SIZE/HEIGHT = LARGE 6
LIFE = 1
MOVE = 8
RANGE = 1
ATTACK = 4
DEFENSE = 4
POINTS = 30
CERVITAUR HERD BONDING
After revealing an Order Marker on a Windhorn Warrior, you may first take a turn with any one of the following you control:
1 Cervitaur Squad, or
up to 2 Cervitaur Common Heroes, or
1 Cervitaur Unique Hero.
PASSING BLOW 13
Once while moving normally, a Windhorn Warrior may choose a small or medium figure that he was not engaged to at the start of this turn. When the Windhorn Warrior leaves engagement with that figure, you may roll the 20-sided die. If you roll a 13 or higher, the chosen figure receives one wound. That Windhorn Warrior cannot attack the chosen figure on this turn.
SPRINGING STRIDE
A Windhorn Warrior can move through all small and medium figures and is never attacked when leaving an engagement with those figures.
Notes: the bread and butter of the cervitaur faction is not a Common Squad, but rather a Common Hero that functions like a pseudo-squad. While the Warriors are a potent force in their own right (they may even be overpowered for their points) their survivability, board control, and versatility should improve when you mix in the Archers and Zephyra, their champion. Their Cervitaur Herd Bonding special power makes them the Order Marker hub of the faction, but they’re also the frontline troops. The Warriors are built to thrive against small and medium figures, but may struggle against large and huge bruisers, or when fighting on uneven terrain. Against auto-wounders or high-attack enemies, they should stick close to their champion, Zephyra.
Note on card text: Cervitaur Herd Bonding is supposed to be a bulleted list, like Kato Katsuro or Kantono Daishi, but Xorlof's X-2 card creator doesn't allow for such things (although it's a great resource for creators like me). Also, the text of Cervitaur Herd Bonding should read "up to 2 Cervitaur Common Heroes," something I didn't catch until just now. I'll go back and fix it on the card when I have time.
WINDHORN ARCHERS
The miniatures used for this unit are the Arverian Centaurs, Sculpts A and C, created by Artisan Guild Miniatures.
Card Text
Spoiler Alert!
NAME = WINDHORN ARCHERS
GENERAL = ULLAR
PLANET = FEYLUND
SPECIES = CERVITAURS
UNIQUENESS = COMMON SQUAD
CLASS = ARCHERS
PERSONALITY = TRICKY
SIZE/HEIGHT = LARGE 6
LIFE = 1 (2 figures)
MOVE = 8
RANGE = 6
ATTACK = 3
DEFENSE = 2
POINTS = 60
SCATTER
After a Windhorn Archer you control rolls defense dice against a normal attack from an opponent’s figure, you may move any 2 Windhorn Archers you control up to 4 spaces each.
EVASIVE 3
When a Windhorn Archer rolls defense dice against an attacking figure who is not adjacent, add 3 defense dice to the defending Archer.
SPRINGING STRIDE
Windhorn Archers can move through all small and medium figures and are never attacked when leaving an engagement with those figures.
Notes: while they’re a 60-point, 2-figure squad on paper, it’s probably more accurate to say that two Archers and a Warrior form a 3-figure, 90 point squad that splits the difference between ranged and melee combat. With only 2 ranged attacks per order marker, the Archers justify their point value by being very hard to kill. Scatter is not the kind of power I jump to include on any custom card, but I felt alright doing it here for a couple of reasons. First, the Archers are not blockers or glyph-grabbers like the Deathreavers. They don’t have the raw numbers or the stout melee defense to fill that role, so Scatter is much more of a survival power than it is a board-control power. Second, the Archers are double-spaced figures that cost 30 points apiece, so every lost Archer counts three times as much as a lost Deathreaver. With all that in mind, it’s still possible that I underestimated their true value. The Archers play a support role in the cervitaur army, harassing and picking off enemy units such as well-placed cheerleaders, ranged attackers, or glyph grabbers, that would otherwise require the Warriors to stray too far from Zephyra, or overcommit the main force.
ZEPHYRA
The miniature used for this unit is Xeron Thunderhoof - Averian Woodkeeper Hero, created by Artisan Guild Miniatures.
Card Text
Spoiler Alert!
NAME = ZEPHYRA
GENERAL = ULLAR
PLANET = FEYLUND
SPECIES = CERVITAUR
UNIQUENESS = UNIQUE HERO
CLASS = CHAMPION
PERSONALITY = DAUNTLESS
SIZE/HEIGHT = LARGE 6
LIFE = 7
MOVE = 6
RANGE = 1
ATTACK = 4
DEFENSE = 3
POINTS = 140
INDOMITABLE
If Zephyra begins her turn unengaged, add 2 to her Move value this turn. If she begins her turn engaged, add 2 to her Attack value this turn.
WINDHORN WARRIORS DEFY DEATH 15
When an adjacent Windhorn Warrior figure receives one or more wounds, roll the 20-sided die before removing that figure. If you roll a 15 or higher, ignore any wounds.
SPRINGING STRIDE
Zephyra can move through all small and medium figures and is never attacked when leaving an engagement with those figures.
Notes: the heavy hitter and cheerleader of the cervitaur faction, Zephyra may have more value as the latter than the former. With a conditional normal attack of 6, Zephyra can work as a can-opener, but she probably shouldn’t go anywhere without at least a few Warriors in tow. With only one attack per turn and lower mobility than the Warriors or Archers, you’d hate for Zephyra to get overwhelmed by enemy squads on her way to smack down high-value targets. Windhorn Warriors Defy Death 15 is a key part of her role in the cervitaur army. You may not get as many chances to roll for the power as Parmenio gets when played alongside the Sacred Band, but a successful roll can rescue a Warrior from death of any kind. At 30 points per figure, that’s not nothing.
Notes on faction theme: I really enjoyed putting all the pieces together on each of these cards. Zephyra and the Warrior’s Dauntless personality was a very deliberate choice. The word “daunt” is descended from the Latin “domito” meaning “tame” or “conquer,” which is itself descended from a Proto-Indo-European word meaning “to domesticate” or “to tame.” Deer are almost by definition impossible to domesticate; they’re too panicky to capture alive without harming themselves or their pursuers, and too agile to keep in an animal pen. The only species of deer to be successfully semi-domesticated are reindeer (also called caribou) which were (and are) a vital resource for Arctic peoples throughout human history. I liked the idea of deer-people who are literally “un-tamed,” or “un-conquered.” Hence, dauntless. The name Zephyra is an overt reference to the Greek name for the mythological West Wind, making it half a pun on the “Windhorn” clan name. By contrast, the Archers’ Tricky personality was almost by default (the only decision point of that kind) and I may go in a different direction if a viable alternative presents itself.
Notes on faction mechanics: there were a number of decision points where I opted for mechanics that risk being overpowered. Scatter on a ranged Common Squad is the most obvious, but putting Passing Blow on the Warriors and allowing them to activate up to 3 Warriors per Order Marker is the one I think I’m more concerned about. For that reason, I bumped the d20 cutoff from 11 to 13. If the targets line up right, you can combine 3 attacks of 4 with 3 auto-wounds against small and medium figures. If that combination proves too powerful, I’d start by raising the d20 cutoff again, then consider limiting the number of Warriors activated to 2 instead of 3 (if I did that, I'd probably lower the d20 cutoff to compensate for the lost activation). Another thing I’m watching out for is the balance between the three options in Cervitaur Herd Bonding. Ideally, a player will have good reasons to go with Archers+Warrior, a trio of Warriors, or Warrior+Zephyra, depending on the game situation. If one of those options gets too much use, I’d want to revisit the power level of each card.
EINAR CAVALRY: 4/10/23
Quote:
Originally Posted by Son of Arathorn
I don't design many Common Squads, and I'm not totally sure why. Is it because they're more complex of an undertaking than heroes? Is it because I try to use miniatures that are widely available, and there just aren't enough to make a decent squad? It's probably a mix of the two, and once I go awhile without working on a Common Squad, it's hard to generate the creative momentum to work on one because the task stays outside of my creative comfort zone.
So in the spirit of stepping outside that zone, I wanted to try something that has zero chance of a suitable pre-painted sculpt (let alone sculpts) getting onto the secondary market. Something I would want to see in the game if I could commission artists and artisans to design, produce, and paint the miniatures. To balance that out, I indulged my whims as much as possible on the "theme" side of the ledger.
I didn't mean to pick the most irritating kind of Common Squad to work on. I really didn't, it just played out that way. Been listening to too many history podcasts, so this was on the brain. And also, if you're going to design without a care for the minis, and you happen to be me, you're probably going to go historical.
Why do HeroScape's cavalry squads suck? That's not an entirely fair question, because the Marrden Hounds are fine (better than fine). But the Templar Cavalry and Grok Riders stick out like a pair of sore thumbs in the game's roster of Common Squads, and not just because they're two of the most expensive cards you can field more than one of. Maybe it's because HeroScape isn't designed to capture what makes cavalry useful in the field, maybe it was just bad luck, and maybe Delta pricing (where you can at least lose a Templar Cavalry figure and not be out 40 points) is the one true god. Whatever the case, my recent Roman history kick collided with this question, and this is the result.
The miniatures for this unit are... whatever you want. There are unpainted minis out there (though maybe not in print) that could work, if you have the patience to paint them yourself and don't mind 28mm scale. If you flatter me so much as to actually play with these things, you could proxy with Templar Cavalry. That's what I would do, if I had any. As it is, I'll just google "cataphracts miniatures" and dream.
NAME = ROMAN CATAPHRACTS
GENERAL = EINAR
PLANET = EARTH
SPECIES = HUMAN
UNIQUENESS = COMMON SQUAD
CLASS = SOLDIERS
PERSONALITY = DEVOUT
SIZE/HEIGHT = LARGE/6
LIFE = 1 (4 FIGURES)
MOVE = 5
RANGE = 1
ATTACK = 2
DEFENSE = 5
POINTS = 125
FIRST STRIKE
If Order Marker 1 is revealed on the Roman Cataphracts, add 2 to their Move number and 1 extra attack die for that turn.
THUNDERING CHARGE
When a Roman Cataphract attacks a figure that he was not adjacent to at the start of this turn, all skulls rolled count for one additional hit.
CATAPHRACT ARMOR 17
When a Roman Cataphract rolls defense dice against a normal attack and and receives one or more wounds, you may roll the 20-sided die. Add 4 to your die roll if this is the first time that Roman Cataphract has been attacked this turn. If you roll a 17 or higher, ignore any wounds that Roman Cataphract just received.
Synergy & Benefits
As Soldiers, the Roman Cataphracts benefit from Marcus Decimus Gallus' Soldier Leadership and Soldier Attack Enhancement. As Devout figures who follow Einar, the Roman Cataphracts benefit from Count Raymond's Devout Leadership and Maneuver 9 special power.
Design Philosophy & Notes
"Cataphract" refers to any of the heavily-armored cavalry units used by states such as (but definitely not limited to) the Eastern Roman Empire and the Sassanid Persian Empire. Unlike the earlier Roman auxiliaries or Parthian horse archers of the classical period, the individual Cataphract and their horse entered battle more or less fully armored. These were the most elite cavalry of their day and place, and they placed heavy emphasis on the headlong charge to break enemy formations.
I almost called these guys "Byzantine Cavalry Troopers," and I'm not sure why. The Roman Legionnaires are not called "Roman Infantrymen Soldiers" in HeroScape. The Byzantines did not call themselves "Byzantines" (they called themselves Romaíoi, Greek for "Romans").
I really tried to make a Soldier unit that likes Count Raymond more than it likes Marcus Decimus Gallus, but I don't know that I've succeeded.
I think it's funny that the Roman Cataphracts ended up so much more complicated and expensive than the Roman Legionnaires. I'm going to pretend it's a meta-pun on the more developed state the Cataphracts served and on the modern meaning of the word "Byzantine."
I spent too many hours thinking about how to avoid outclassing the Templar Cavalry while making a fun and cost-effective custom, and gave that up. Delta exists, thank goodness for the Templars.
Cataphract Armor is the thorniest part of this custom. It has the potential to be extremely annoying, but in deciding whether to make the Cataphracts A) cheaper per figure but less sturdy or B) more expensive per figure but harder to kill, I went with option B. And I still might have underestimated their ideal cost.
I like First Strike on this unit. It's hard to charge at full 8-Move speed in a full suit of metal armor with a fully-armored soldier on your back, gotta save that extra juice for when you need it.
If I've done my job right, this is the kind of unit you don't take more than two squads of at lower point totals.
NEWER IDEAS, 2018-2023
Spoiler Alert!
Quote:
Originally Posted by Son of Arathorn
These days, it takes a really fun miniature to get a rough sketch out of me, and a Tiefling Pirate fits that bill. The sketch is really rough, with too many bells and whistles attached, but until I can decide what needs to stay and what needs to go, I'd rather keep all those bells and whistles in one place.
This miniature is the Pirate Captain, part of the upcoming Seas & Shores set from Icons of the Realms.
NAME = CAPTAIN ZAHRA "GOLDEN" GALE
GENERAL = VYDAR
PLANET = EBERRON
SPECIES = TIEFLING
UNIQUENESS = UNIQUE HERO
CLASS = ROGUE
PERSONALITY = BOLD
SIZE/HEIGHT = MEDIUM/4
LIFE = 5
MOVE = 5
RANGE = 5
ATTACK = 3
DEFENSE = 3
POINTS = ???
INFERNAL HEIRLOOMS
At the start of the game, you may place the Golden Panache and Medallion of the Devil's Luck Treasure Glyphs on this Army Card. Zahra cannot drop these Treasure Glyphs during her movement.
THE RED CAPTAIN'S GAMBIT
When revealing an Order Marker on Zahra’s Army Card, after taking Zahra’s turn, you may reveal an “X” Order Marker that is on Zahra’s Army Card and take another turn with Zahra. During this additional turn, when Zahra attacks an adjacent figure or destructible object, she may attack one additional time.
DISENGAGE
Zahra is never attacked when leaving an engagement.
The Treasure Glyphs:
GOLDEN PANACHE (card image: a golden cutlass identical to the one in the mini's right hand)
PERMANENT TREASURE GLYPH
This figure receives 1 additional attack die when attacking an adjacent figure with a normal attack. If this figure is engaged, you may add 4 to your initiative roll.
MEDALLION OF THE DEVIL'S LUCK (card image: a coin strung on a leather cord, embossed with a horned skull & crossbones)
PERMANENT TREASURE GLYPH
If this figure is attacked by an opponent’s figure and at least 1 skull is rolled, roll the 20-sided die. If you roll a 1-3, roll 2 fewer defense dice against that attack. If you roll a 4-14, roll defense dice normally. If you roll a 15 or higher, this figure takes no damage and may immediately move up to 3 spaces.
Synergy and Benefits: As a Rogue Hero, Zahra receives bonding from the Nottingham Brigands.
Design Philosophy: This is the "B" version of Zahra, the one where I let myself throw in all the ideas that wouldn't fit neatly into my "A" version. Like Moira Blacktail before her, Zahra brings free treasure into a Brigand build that Locksley can swipe and redistribute to the Brigands, at the cost of Zahra herself losing some oomph and/or survivability. I think you could easily argue that both Golden Panache and the Medallion of the Devil's Luck should be Ancient Artifacts, but I held off on that restriction for the time being. Zahra is also meant to work in a Buccaneers of Tortuga build, where her conditional initiative bonus can help set up Opportunist attacks, and her ability to get an extra turn out of the "X" Order Marker justifies putting a numbered Order Marker on her instead of the Buccaneers from time to time, too.
Quote:
Originally Posted by Son of Arathorn
Since I had pirates on the brain, here's another rough sketch of a unit to go with Captain Gale: Bosun Brackenmaw.
The miniature is the Wereshark Pirate, from Pathfinder Battles' old Skull & Shackles set:
Version 2.0
NAME = BOSUN BRACKENMAW
GENERAL = UTGAR
PLANET = EBERRON
SPECIES = HYBRID
UNIQUENESS = UNIQUE HERO
CLASS = ROGUE
PERSONALITY = FEROCIOUS
SIZE/HEIGHT = MEDIUM/6
LIFE = 5
MOVE = 5
RANGE = 1
ATTACK = 4
DEFENSE = 3
POINTS = ???
MOVE IT, BILGE RATS!
Unengaged small and medium figures you control that start their turn adjacent to Brackenmaw may move 1 additional space.
NO QUARTER!
After moving and before attacking, you may choose any opponent’s figure within 5 clear sight spaces of Brackenmaw that is engaged with any other figure you control. Roll the 20-sided die. If you roll a 15 or higher, the chosen figure receives 1 wound.
EASY PREY
Small Squad figures attacked by Brackenmaw subtract 2 from their defense dice. Medium Squad figures attacked by Brackenmaw subtract 1 from their defense dice.
Synergy and Benefits: As a Hybrid Hero, Brackenmaw can be activated by the Werewolf Lord's Moon Frenzy special power. As a Rogue Hero, Brackenmaw can be activated by the Nottingham Brigand's Rogue Bonding special power.
Notes: General changed from Vydar to Utgar, Class changed to Rogue, Personality changed to Merciless, Life reduced from 6 to 5.
Spoiler Alert!
NAME = BOSUN BRACKENMAW
GENERAL = VYDAR
PLANET = EBERRON
SPECIES = HYBRID
UNIQUENESS = UNIQUE HERO
CLASS = ROGUE/BRUTE/???
PERSONALITY = MERCILESS/FEROCIOUS/TERRIFYING???
SIZE/HEIGHT = MEDIUM/6
LIFE = 6
MOVE = 5
RANGE = 1
ATTACK = 4
DEFENSE = 3
POINTS = ???
MOVE IT, BILGE RATS!
Unengaged small and medium figures you control that start their turn adjacent to Brackenmaw may move 1 additional space.
NO QUARTER!
After moving and before attacking, you may choose any opponent’s figure within 5 clear sight spaces of Brackenmaw that is engaged with any other figure you control. Roll the 20-sided die. If you roll a 15 or higher, the chosen figure receives 1 wound.
EASY PREY
Small Squad figures attacked by Brackenmaw subtract 2 from their defense dice. Medium Squad figures attacked by Brackenmaw subtract 1 from their defense dice.
Synergy and Benefits: As a Hybrid Hero, Brackenmaw can be activated by the Werewolf Lord's Moon Frenzy special power.
Design Philosophy: There's a lot I liked about this sketch (the power names, overall theme, and getting to reuse Easy Prey), and there's a lot that's unsettled (the left-box stats, among other things). One point/problem I'm thinking about now is that No Quarter! is just an unaltered copy of Mogrimm Forgehammer's Commander's Strike special power. I tried to come up with some minor tweak to justify the new name, but nothing I tried felt quite right, either because it made the power too weak/powerful, or because it felt like a needless add-on. Beyond that, I'm hoping that this unit doesn't fall prey to the old "it tries to do everything, so it's not good at anything" conundrum. Move It, Bilge Rats! should get some use in the early game, but after that, is he worth an Order Marker?
Quote:
Originally Posted by Son of Arathorn
So... fixer units. I've made a lot of them. Like, a lot. I think it's a natural impulse, when you predominantly think about double-blind tournament meta, to look at units that can't compete in the tournament meta and think they're underpowered. And it's natural to think they just need a little help. Problem is, they can (and in my case frequently do) end up feeling tacked-on and unfaithful to the spirit of the card you're trying to make viable.
So these days, when I draft up a unit that happens to "help" an underused unit, I try to be extra careful about staying in line with the theme of the units its supposed to work with. What makes that unit special? What aspects of it can be amplified? Which weaknesses can be left intact? How do I avoid making it just another bland B+ tourney-viable unit, and keep the bits that made it unique while building on them?
Enter Connor MacDirk; for clan and highlands!
The figure used is a Pathfinder Battles Hakon, Iconic Skald, from the Iconic Heroes Set 4 pack.
NAME = CONNOR MACDIRK
GENERAL = JANDAR
PLANET = EARTH
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = CHAMPION
PERSONALITY = WILD
SIZE/HEIGHT = MEDIUM/5
LIFE = 6
MOVE = 5
RANGE = 1
ATTACK = 3
DEFENSE = 4
POINTS = 110
WILD BATTLE FRENZY
After a Connor MacDirk, or a Wild Human figure you control that is within 2 clear sight spaces of Connor MacDirk attacks an adjacent figure with a normal attack, you may roll the 20-sided die. If you roll a 16 or higher, that figure may attack again with a normal attack.
CLAN PROTECTION
When a Wild Human you control that is adjacent to Connor MacDirk receives 1 or more wounds from an attacking figure who is not adjacent, you may instead place those wound markers on Connor MacDirk.
Synergy and Benefits: As a Wild Human Champion, Connor receives bonding from the MacDirk Warriors, Dreadgul Raiders, and Knights of Weston. Obviously, he's designed to be more useful to two of those squads than the other one.
Design Philosophy: Connor MacDirk is explicitly a patch on the MacDirk Warriors, who have a hard time matching up to other melee squads by virtue of their low defense; rather than buff that outright, I tried to maximize the MacDirk's offensive potential by giving them extra attacks before they die, and redirecting wounds dealt to them to a multi-life hero. If Connor's chosen as the hero for Highland Fury, redirecting wounds from the Warriors to Connor also gives them an attack buff. At least, until he dies. I wager Connor's a tad underpriced as-is, but when you're competing with Alastair MacDirk, you kind of have to be.
He's not a bad take with the Dreadgul Raiders, either, since he can give them the extra attacks and second chances, too. However, at 1 fewer attack per order marker, the MacDirks have better odds to nail another attack with Wild Battle Frenzy. The flip side is that, with 1 extra defense die on the Warriors, the Raiders might not rely on Clan Protection as much, and so might have their Champion around a bit longer.
The Miniature: I love this miniature, and have had it for a long while. However, the pack it comes in isn't exactly cheap (30-45 bucks) and comes with 5 other figures. Those figures are great, and have potential (there's a gunslinger and a swashbuckling pirate in there), but suffice to say I'm not holding my breath. If Connor proves fun enough to warrant pursuing him with the SoV, I might look into a repainted Tarn Viking Warrior as an option.
Quote:
Originally Posted by Son of Arathorn
Guildmaster's Guide to Ravnica is out, even if the singles havn't quite hit the secondary market yet. This set is based on Magic: the Gathering, and so the miniatures are... weird. So weird you could say they're mad.
The figure used is a Rakdos Ogre, 28/55 from the Guildmaster's Guide to Ravnica D&D set.
NAME = MOTLEY MAX
GENERAL = VALKRILL
PLANET = EARTH
SPECIES = MUTANT
UNIQUENESS = UNIQUE HERO
CLASS = WARHULK
PERSONALITY = PSYCHOTIC
SIZE/HEIGHT = LARGE/5
LIFE = 7
MOVE = 6
RANGE = 1
ATTACK = 5
DEFENSE = 3
POINTS = 150
CHAIN GRAB 9
After moving and before attacking, you may choose one opponent's small or medium figure within 3 clear sight spaces whose base is no more than 6 levels above Motley Max's height or 6 levels below Motley Max's base. Roll the 20-sided die. If you roll a 9 or higher, place the chosen figure on any empty same-level space adjacent to Motley Max. If the chosen figure is engaged when it is moved by Chain Grab, it will not take any leaving engagement attacks.
DREAD CHAINS OF VALHALLA
After attacking normally, you may choose an opponent's small or medium figure within 3 clear sight spaces whose base is no more than 6 levels above Motley Max's height or 6 levels below Motley Max's base. Roll the 20-sided die. Add 1 to your die roll for each skull rolled by Motley Max this turn. If you roll a 17 or higher, the chosen figure receives a wound.
Notable Synergies: None
Please note, Motley Max is a double-spaced figure, meant to sit on a small peanut base.
Notes: Every post-apocalyptic hellscape has a crazed mutant who is just too darn big. Motley Max is that guy. He's meant to careen around the battlefield, tearing up small and medium figures, taking damage all the time. A couple things I'm still debating are whether or not he should come from Arctorus, or Earth's distant future (further forward in time than the Microcorp Agents and Troopers, after things have gotten real bad for humanity), and whether his personality should be a traditional Ferocious or Psychotic, which I think captures his theme much better.
Update 1: Going with Earth for the planet and Psychotic for the personality, in part because of P_K and j139's comments, and in part because they're much truer to the source material to which this unit owes its existence. I also omitted a clause from Chain Grab (it seemed unnecessary for a Unique Hero and the card is already text-heavy) and I fiddled with the wording on Spiked Chains. I also dropped the cutoff of Spiked Chains from 19 to 17. Still mulling over his class. Here's the shortlist:
- Warrior
- Gladiator
- Warhulk
- Champion
Update 2: I'm picking Warhulk for the class, which seems to indicate he's the Dragon (maybe even the Big Gun) rather than the Mastermind/Leader of the wasteland biker gang. I changed the second power name from Spiked Chains of Abaddon to Dread Chains of Valhalla, because this unit didn't have enough Mad Max homages already. I also inserted "After attacking normally," rather than "After attacking" for the second power, so you can't possibly think you can use Dread Chains of Valhalla after rolling for a leaving engagement attack. However, in the unlikely event that a figure disengages from Motley Max during Max's turn, and Motley Max rolls a skull against that figure, I do intend that he can add that skull to his total skulls rolled for the purpose of calculating the d20 bonus for Dread Chains of Valhalla.
Changes Index:
- V1.0
Spoiler Alert!
NAME = MOTLEY MAX
GENERAL = VALKRILL
PLANET = EARTH/ARCTORUS
SPECIES = MUTANT
UNIQUENESS = UNIQUE HERO
CLASS = WARRIOR
PERSONALITY = FEROCIOUS/PSYCHOTIC
SIZE/HEIGHT = HUGE/8
LIFE = 7
MOVE = 6
RANGE = 1
ATTACK = 5
DEFENSE = 3
POINTS = 150
CHAIN GRAB 9
After moving and before attacking with Motley Max, you may choose one opponent's small or medium figure within 3 clear sight spaces whose base is no more than 6 levels above Motley Max's height or 6 levels below Motley Max's base. Roll the 20-sided die. If you roll a 9 or higher, place the chosen figure on any empty same-level space adjacent to Motley Max. If the chosen figure is engaged when it is moved by Chain Grab, it will not take any leaving engagement attacks
SPIKED CHAINS OF ABADDON 19
After taking a turn with Motley Max, you may choose an opponent's small or medium figure within 3 clear sight spaces whose base is no more than 6 levels above Motley Max's height or 6 levels below Motley Max's base. Roll the 20-sided die. Add 1 to your die roll for each skull rolled by Motley Max this turn. If you roll a 19 or higher, the chosen figure receives a wound.
Quote:
Originally Posted by Son of Arathorn
This design doesn’t have a widely available miniature, nor am I even sure it can fit on a peanut base without some serious modding. But it looks cool! I count 41 available from non-ebay sellers. It goes for about $10.
The figure used is a Huge Crab Droid from the Star Wars Miniatures Bounty Hunters set.
NAME = VULCANMECH HUNTER-KILLER
GENERAL = VALKRILL
PLANET = ALPHA PRIME
SPECIES = SOULBORG
UNIQUENESS = UNIQUE HERO
CLASS = HUNTER
PERSONALITY = MERCILESS
SIZE/HEIGHT = HUGE/7
LIFE = 4
MOVE = 7
RANGE = 1
ATTACK = 4
DEFENSE = 7
POINTS = 165
DOUBLE ATTACK
When the Vulcanmech Hunter-Killer attacks, she may attack one additional time.
MERCILESS TARGETING
When attacking normally, if the Vulcanmech Hunter-Killer attacks the same figure with her second attack as her first attack, add one attack die to the second attack.
RAISED CHASSIS
Vulcanmech Hunter-Killer can move through all small and medium figures and is never attacked when leaving an engagement with those figures.
Notable Synergies
Melee Soulborg Bonding: as a Soulborg Hero with a Range of 1, a Hoplitron may take a turn with the Vulcanmech Hunter-Killer before taking a turn itself.
Notes: Man, do I wish this miniature had better availability. I'm so happy with how this design turned out. This mini screams Valkrill Soulborg! Where the Vulcanmech Incendiborgs feel slow and methodical (while still being terrifyingly effective), the Hunter-Killer is meant to surge ahead of your main army, walking right over screens to crush high-value targets with a double-whammy of 4/5 or 5/6 attack dice with height. At 4/7 Life/Defense, it's as tough as Q9, but since a melee 'borg necessarily will weather more attacks than a long-ranged shooter, and the Hunter-Killer doesn't have as great a spread of crowd-control, I priced the H-K 20 points lower than Q9.
I don't have many reservations about this design- really just the unit name (which I pulled from a certain kind of submarine) and the power name "Raised Chassis," which doesn't have quite as much oomph as I'd like.
Quote:
Originally Posted by Son of Arathorn
A high clamor of ringing steel and ragged war cries echoes down the alpine valley. Snowdrifts tremble on the heights, threatening to engulf the battle below.
Grut archers, spurred on by their Swog Riders, loose another rain of arrows into the seething mass of Dreadgul Raiders. One northman falls, then another, even as the tide of men pushes forward inch by inch, over the corpses of their brethren.
One raider lowers his iron-banded shield to charge the line of archers, and realizes his mistake too late. A bowstring snaps, an arrow flies, and the warrior closes his eyes. The arrow bites deep into flesh, and the warrior's eyes snap open.
He's twenty feet off the ground, held firmly, but gently in the massive hand of a towering giant garbed in animal skins and white war paint. The giant sets the warrior down at his side, shielding him from the hail of Grut arrows.
Skrymir snaps the orc dart out of his hand, leaving a trail of steaming blood in the snow, and turns back to the battle just in time to see a Swog Rider leaping towards him over the icy crags. Snatching up the mount and rider, Skrymir bellows furiously and hurls the unfortunate orc into his own Grut archers. A sickening crunch of armor and bones sends the remaining orcs scuttling down the pass, away from the fearsome giant.
The figure used is the Hill Giant, from the upcoming Pathfinder Battles Kingmaker set.
NAME = SKRYMIR
GENERAL = JANDAR
PLANET = FEYLUND
SPECIES = GIANT
UNIQUENESS = UNIQUE HERO
CLASS = TRIBESMAN
PERSONALITY = WILD
SIZE/HEIGHT = HUGE/9
LIFE = 7
MOVE = 6
RANGE = 1
ATTACK = 5
DEFENSE = 4
POINTS = 175
THROWN ENEMY
When Skrymir attacks an adjacent opponent's figure and it is destroyed by Skrymir's attack, you may choose an opponent's figure within four clear sight spaces of Skrymir. The chosen figure receives one wound.
PROTECT THE LITTLE ONES!
Once per turn, when a small or medium figure adjacent to Skrymir would be destroyed by a normal or special attack, you may ignore any wounds that figure received and place the defending figure on any unoccupied space adjacent to Skrymir. After using Protect the Little Ones!, Skrymir receives a wound. Figures moved by Protect the Little Ones do not take any leaving engagement attacks.
Notable Synergies
Wild Strategic Bonding As a Wild Giant Unique Hero, the Dreadgul Raiders may take a turn with Skrymir before themselves taking a turn
War Cry As a Tribesman Unique Hero, the Mohican River Tribe may take a turn with Skrymir if at least 2 Mohican River Tribesmen are engaged at the end of their own turn
Notes: Continuing last week's theme of cross-factional synergy, Skrymir brings new hefty stats to the Tribesman faction and a new bonding option for the Raider faction. The tricky bit is not to make Jotun obsolete, while adding to the Wild faction. Between his two powers, Thrown Enemy will probably see the most use, and its reliance on an auto-wound instead of rolling attack dice means you can throw a screen back at the ranged units pounding your own forces. Protect the Little Ones! isn't meant to be used often, since each time it's used you expend a little over 20 points, and unless you're saving a Hero from multiple wounds, you're probably not saving as much as you're spending. Prime spots to Protect the Little Ones! include holding or seizing Glyphs and high ground with a small or medium figure, pulling figures out of range, saving Unique Heroes, and making sure the Order Markers on a squad don't get burned before they can be used.
Changes Index:
- V 1.0
Spoiler Alert!
NAME = SKRYMIR
GENERAL = JANDAR
PLANET = FEYLUND
SPECIES = GIANT
UNIQUENESS = UNIQUE HERO
CLASS = TRIBESMAN
PERSONALITY = WILD
SIZE/HEIGHT = HUGE/9
LIFE = 8
MOVE = 6
RANGE = 1
ATTACK = 6
DEFENSE = 4
POINTS = 175
THROWN ENEMY
When Skrymir attacks an adjacent figure and it is destroyed by Skrymir's attack, you may choose an opponent's figure within four clear sight spaces of Skrymir. The chosen figure receives one wound.
PROTECT THE LITTLE ONES!
Once per turn, when a small or medium figure adjacent to Skrymir would be destroyed by a normal or special attack, you may ignore any wounds that figure received and place the defending figure on any unoccupied space adjacent to Skrymir. After using Protect the Little Ones!, Skrymir receives a wound. Figures moved by Protect the Little Ones do not take any leaving engagement attacks.
Quote:
Originally Posted by Son of Arathorn
"Wham! Wham!!! WHAM!!! Cracks appear in the stout oaken door- a man in worn leather armor rushes down the dim corridor, shortsword in hand. He claps men and women on the shoulder, murmuring words of encouragement. "If the city guard thinks they'll pry us outta here without a fight, they're mad." As he reaches the end of the hall, a deafening "BANG" issues from a waist-high opening in the wall, and black smoke pours into the hall.
A diminutive figure emerges from the cloud, her pointed face black with soot and her arms loaded with ceramic bottles and magical trinkets. "They've found us again," squeaks the cloaked thief, "and worse yet, my new formula still isn't quite right." Moira Blacktail looks up at the guildmaster, baring her pointed teeth and brandishing one of the bottles. "But this should do the trick for now." The armored man nods, and follows the wererat down the hall, towards the sound of the guards knocking at the door to the guild’s third hideout in as many months.
In another moment, the door caves in, and red-cloaked men pour into the corridor like so many ants. Moira scampers past a trio of thieves armed with crossbows, and rolls the now-smoking bottle down the hall, engulfing the advancing guardsmen in green smoke. They stagger, first from the noxious smoke, and then again when the bolts find their marks.
The figure used is the Ratfolk Alchemist, from the Pathfinder Battles Maze of Death set.
NAME = MOIRA BLACKTAIL
GENERAL = VYDAR
PLANET = EBERRON
SPECIES = HYBRID
UNIQUENESS = UNIQUE HERO
CLASS = ROGUE
PERSONALITY = TRICKY
SIZE/HEIGHT = SMALL 2
LIFE = 4
MOVE = 6
RANGE = 1
ATTACK = 2
DEFENSE = 2
POINTS = 50
PACK RAT
At the start of the game, you may place 1 Treasure Glyph on this card that is not an Ancient Artifact.
NOXIOUS GAS BOMB 13
Once per turn, when a figure you control targets an opponent's figure within 5 clear sight spaces of Moira Blacktail with a normal attack, you may roll the 20-sided die. If you roll a 13 or higher, the defending figure rolls 2 fewer defense dice against this attack.
CLIMB X3
When moving up or down levels of terrain, Moira Blacktail may triple her height.
Notable Synergies:
Moon Frenzy As a Hybrid Hero, the Werewolf Lord can take a turn with Moira Blacktail
Rogue Bonding: As a Rogue Hero, Nottingham Brigands may take a turn with Moira Blacktail
Cover Fire: As a Tricky figure who follows Vydar, Moira Blacktail can be moved by Agent Skahen's Cover Fire
Notes: Sometimes the perfect miniature appears that can serve as the perfect intersection of two factions. When those factions function on similar principles, so much the better. The Lycanthrope/Hybrid faction, the Rogue faction, and the Tricky Vydar faction all rely on a smaller number of attacks to make their way in the world than squad-based factions. So why not give those attacks a better chance to succeed? Moira's Gas Bomb can give the Werewolf Lord a better chance to infect heroes with Lycanthropy, and gives Agent Skahen a better chance to inflict wounds, thus triggering Cover Fire. In a Rogues build, she makes the Merry Men a little less map dependent by opening the treasure glyph pool for Locksley, and gives Elaria the Pale another thief with a d20 power to boost.
Changes Index:
- V1.0
Spoiler Alert!
NAME = MOIRA BLACKTAIL
GENERAL = VYDAR
PLANET = EBERRON
SPECIES = HYBRID
UNIQUENESS = UNIQUE HERO
CLASS = ROGUE
PERSONALITY = TRICKY
SIZE/HEIGHT = SMALL 2
LIFE = 4
MOVE = 6
RANGE = 1
ATTACK = 2
DEFENSE = 2
POINTS = 65
PACK RAT
At the start of the game, you may place 1 Treasure Glyph on this card that is not an Ancient Artifact.
NOXIOUS GAS BOMB 13
Once per turn, when a Hero you control targets a figure within 5 clear sight spaces of Moira Blacktail with a normal attack, you may roll the 20-sided die. If you roll a 13 or higher, the defending figure rolls 2 fewer defense dice against this attack.
CLIMB X3
When moving up or down levels of terrain, Moira Blacktail may triple her height.
OLDER IDEAS, 2011-2018
Spoiler Alert!
The finished cards in this post are all done by awesomeunleashed, mac122, and other masterful card makers, most graciously.
Jandar
Spoiler Alert!
Crossbowman of Ademar
Spoiler Alert!
Description
Name- Crossbowman of Ademar
Follows- Jandar
Species- Human
Type- Uncommon Hero
Class- Soldier
Personality- Valiant
Size- Medium
Height- 5
Homeworld- Earth
Special Powers Favor of the Gods
When Halgrimm, or a figure you control adjacent to Halgrimm would receive 1 or more wounds from a normal attack, roll the 20-sided die. If you roll a 15 or higher, ignore any wounds that figure just received.
Cleave
When Halgrimm attacks an adjacent figure, you may choose one Squad figure that is also adjacent to Halgrimm. If the defending figure received any wounds from Halgrimm’s attack, the chosen figure receives one wound.
Warrior’s Resilience Spirit 1
When Halgrimm is destroyed, place this figure on any Unique Hero Army Card. At the end of each round, a figure with Halgrimm's Spirit may remove one wound marker from its Army Card.
The Card
Spoiler Alert!
The miniature used is D&D Blood War #18, Hero of Valhalla:
There are more than 100 on various sites and ebay, with the majority on Auggies and troll&toad. Very cheap too, going for 2.00 to 6.00.
A more powerful viking champion, he adds more of a beatstick option for the Knights and MacDirks, outside of Alastair and the traitorous Hawthorne. All I really need for this guy is pricing advice.
Special Powers Biting Cold
If this Thaelenk Giant inflicts at least one wound on an opponent’s figure with a normal attack, you may inflict one additional wound on the defending figure, or on a figure adjacent to the defending figure.
Out of the North
This Frost Giant starts each game with up to 2 double-space snow tiles on this Army Card. At the end of this Thaelenk Giant’s turn, you may place a double-space snow tile from this Army Card onto any 2 adjacent empty spaces within 3 clear sight spaces of this Thaelenk Giant, if the double-space snow tile fits normally onto those spaces. Any snow spaces placed by Out of the North are considered to be Heavy Snow spaces.
Snow And Ice Enhanced Movement
Slippery Ice and Heavy Snow only count as 1 space when moving.
The miniature used is D&D Dangerous Delves #16, Frost Giant
Availability is great for this figure, approaching 80-100 last I checked.
Snow double-hexes are super-available, more than 500 at auggies for cheap. No shortage anytime soon.
Thoughts- I definitely like the theme that'll go into this figure. I'm going to have to test with a couple of these and some 4th Mass for a great screen build, or building up height out in the open. Still undecided on whether or not he should also have Snow and Ice Enhanced Movement (ignore heavy snow/slippery ice), and about the number of ice tiles on the Army Card. Thinking either 3 or 4.
Special Powers Defense for Brothers
All Wild figures you control that follow Jandar and are adjacent to Brother Samael add 1 to their defense dice.
Righteous Combat
If there are at least 3 wound markers on this Army Card, add 2 to Brother Samael’s move and attack.
The miniature used is D&D Unhallowed #10, Van Richten:
There are just shy of 100 scattered around online stores and ebay. Usually goes for about $5-$8.
The Bio
Spoiler Alert!
Brother Samael was once a monk residing in a modest monastery on the edge of the highlands in medieval Scotland. He was never one to try and convert the so-called 'wild men' that controlled the surrounding lands.
For many long years, since he'd been sent here as a young man from Brittany, Samael had studied, worked, and prayed. But his peace was not to last, as a warlord come out of the Northern reaches of the Island swept across the land. His men burned crops, killed many, and left just enough alive to remember the horrors. Samael was fortunate enough to survive, but the monastery was burned to the ground, and the blood of his brothers in Christ had been spilt upon monastery steps.
Though he prayed long for guidance, none came. Thinking that God had forsaken him, that He had allowed men of peace to die on sacred ground, Samael departed the ashes of his former home, and wandered into the wild.
He was found weeks later, delirious and near-starved, by the few remaining people that had escaped the murderous reach of the warlord. When he had recovered, Samael sought vengeance for his fallen brothers, and for the dead kinsmen of his rescuers. He garbed himself in warrior's clothing, raised a small army, and though he had never fought before, led them west, following the trail of destruction. When they finally came upon the warlord's heels, they fought valiantly, but their numbers were too few. Samael led a charge against the warlord's guards, and as they broke the line, Samael himself smote the man upon the head, killing him. Overwhelmed now by the forces he had sought vengeance upon, Jandar intervened, summoning Brother Samael to Valhalla.
Thoughts- I'm trying to bring in a new sort of Human Champion here, without stepping on the toes of those that already exist. Mostly, Samael will aid the MacDirk Warriors. He could potentially turn them into an unstoppable fighting force, so his price should be high. When he is wounded, he'll certainly be a force to contend with himself, so when his fellows fall, he'll still be around to pick up the slack. Besides the MacDirks, he aids the Tarn Viking Warriors and Dzu-Teh. As a human champion that follows Jandar, he can be protected by Capt. John Varan, and bond with the Knights of Weston, though I don't see much of that happening, since you want him to be wounded, and 1 of his powers won't aid the Knights. So bottom line, I think I have theme down, but I need help on pricing.
English Longbowmen
Spoiler Alert!
Description
Follows- Jandar
Species- Human
Type- Common Squad
Class- Archers
Personality- Precise
Size- Medium
Height- 5
Home-world- Earth
Special Powers Arrow Cloud 15
If you control at least 8 English Longbowmen, instead of moving and attacking normally, you may use Arrow Cloud. One at a time for up to 8 English Longbowmen you control, choose an opponent's figure that is no less than 7 and no more than 9 clear sight spaces away from that English Longbowman. Roll the 20-sided die. If you roll a 15 or higher, the chosen figure receives 1 wound. A figure may not receive more than 2 wounds from Arrow Cloud on a single turn. You may only use Arrow Cloud once per round.
The Card
Spoiler Alert!
The miniatures used are from the Confrontation Lions Archers Unit Box. Here's the sample picture miniaturemarket has on their site:
Miniaturemarket alone stocks 75 boxes, and with 2 squads of 4 per box, availability is fine. Did I mention a box of these is only $10.00, or $5.00 per squad? These figures also come in the Lions Army Box ($50.00 at miniaturemarket), of which miniaturemarket has 38, 2 squads per box, along with a bunch of other cool figures.
Thoughts- Trying to create a new type of unit, and one that will fit thematically well into larger point games (I don't exactly see these things having a ton of play in larger point games, but hey, a guy can dream). They're meant to be deadly at long range, not so effective at short range, and completely useless when they're engaged. Playing these guys on siege maps should be interesting, and they fit Jandar perfectly given their Medieval time period. They also fill the role of Archer Squad in Jandar's armies, as Einar, Utgar, and Ullar already have their own. Still need to figure out how to word their special power, Arrow Cloud, as officially as possible, and where to price them in terms of points.
Mounted Knights of Weston
Spoiler Alert!
Description
Name- Mounted Knights of Weston
Follows- Jandar
Species- Human
Type- Unique Squad
Class- Knights
Personality- Valiant
Size- Large
Height- 7
Home-world- Earth
Special Powers Knight’s Assault
If the Mounted Knights of Weston destroy at least 2 figures this turn, you may immediately take a turn with any Large Knight Hero you control.
Knight’s Defense
If a Mounted Knight of Weston receives 1 or more wounds from an opponent’s figure, roll the 20-sided die. Add 8 to your die roll if there is at least 1 Large Knight figure adjacent to that Mounted Knight of Weston. If you roll a 15 or higher, ignore any wounds that Mounted Knight of Weston just received.
Cavalry Charge
After moving with the Mounted Knights of Weston, if they are unengaged, roll the 20-sided die. If you roll a 15 or higher, you may move again with the Mounted Knights of Weston.
The miniatures used are Confrontation, Lion Knights Attachment Box:
Unfortunately, the main problem with this custom is that availability comes up short. Miniaturemarket lists 30 on their site, for $21.00 apiece. Expensive, but I'm alright with it for figures of this size and quantity. Their ebay store, which I'm certain shares stock with their normal store, lists "more than 10". And I'm having difficulty finding another store (or stores) with adequate stocks. If I can just find 55, even 50, I'll be comfortable with using it. At this point, I'd be okay using Templar Cavalry as proxy figures (still waiting on confirmation on whether or not the miniatures are similar enough). Alternatively, I could use the Lion Knights Attachment box as miniatures, but they're only 2 to a box (though they look similar, but one holds a flag). Those are cheaper @ 10.00 on miniaturemarket, with 17 in stock. Combine that with the Templar Cavalry that some 'Scapers already own, and it could be enough to make it viable. .
Thoughts- A newer variation of shocktrooper, they have great synergy with Sir Dupuis, and could also be very interesting with 4th Mass. A decent strategy would probably be to use an army with 4th Mass x3, Sir Dupuis, Mounted Knights (prices @130), and a filler. Simply put, draw the enemy in with the 4th Mass, and then flank/smash into them with the Knights and Sir D. Because Dupuis' abilities activate when he's near the Knights, and the Knights abilities work once Sir D is close, these should be a no-brainer for pairing. Theme should be just about perfect, since they work together very well, and their shields even have the Weston Lion on them. To say nothing of their blue color scheme. Again, if I cannot find decent availability, this design will be kaput. I'd really like to see this design be perfected, since the Valiant Knight faction of HeroScape is still missing a Unique Squad/reliable shocktroopers, and Dupuis needs some love inside that faction. Thematically, PK's don't work for the Templar Hero.
Einar
Spoiler Alert!
Moroin-Gol
Spoiler Alert!
In my dizziness, I came up with a new concept that uses minimal innovation. I felt that the idea of Einar's huge figures was only slightly untapped with Zelrig and Gueri-Oni, since one is a dragon (yawn), and one isn't exactly a good unit. So, you ask yourself, what sort of figure could possibly fit with Einar's themes and still be a huge figure? After all, discounting the above mentioned units, Einar's forces are primarily figures from Earth's history. This brings be back to Gueri-Oni. Therefor, meet the rough draft of Moroin-Gol:
Special Powers Evil Eye Protection
When rolling defense dice against a normal attack from a non-adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure.
Crushing Strike Special Attack
Range 3. Attack 4.
Small or medium figures and destructible objects roll 2 less defense dice against Crushing Strike Special Attack. Moroin-Gol may not attack a figure or destructible object more than 3 levels below his base or 3 levels above his height with Crushing Strike Special Attack.
The Card
Spoiler Alert!
The miniature used is Dangerous Delves #13 Cyclops Crusher
Availability as of 01/27/12
Auggies: 17 for $3.49 each
trollandtoad: 10 for $5.99 each
miniaturemarket: 2 for $3.25 each
ebay: 61 for $3.50-$10.00 each, not including shipping.
Thoughts:
Obviously this bad boy is based upon Gueri-Oni. They share a power, but this unit puts it into affect much better with 5 defense vs. 4. His survivability is better, and he's a better hero-killer than a squad-killer when compared to Gueri-Oni. He shares the Guard class, making him subject to Guard Leadership. He has a bit of ranged power, offsetting his mediocre movement. As of now, his point cost is tentatively set at 150, comparing his survivability to Cyprien (lower life, higher defense, no self-healing). I know there's something wrong with the wording on who loses defense in the Special Attack, I just can't figure out how to word it. I'd like to get some feedback on this unit. Also, if anyone has the figure (I don't), can you give me an estimate on size and height? Looks like huge, but I can't get a clue as to the height in levels.
Lucius Parthonus Cratuss
Spoiler Alert!
Description
Name- Lucius Parthonus Cratuss
Follows- Einar
Species- Human
Type- Unique Hero
Class- Archer
Personality- Disciplined
Size- Medium
Height- 5
Home-world- Earth
Special Powers Move Up
After taking a turn with Lucius Parthonus Cratuss, if Lucius Parthonus Cratuss did not attack this turn, you may move any 3 Archers you control up to 4 spaces each.
Disciplined Archer Enhancement
All Disciplined Archers you control adjacent to Lucius Parthonus Cratuss add one to their range and defense.
The Card
Spoiler Alert!
The miniature used is D&D Demonweb #44, Sharn Redcloak
Fairly available, and cheap, cheap, cheap!
Thoughts: Okay, I'm scrapping Amrothil for now because I decided that he was just too complicated, I found a better mini, and I wanted to help out the Roman and Tagawa Archers anyway. Pricing worries me, but I managed to keep this guy relatively worthless as an offensive unit, certainly not worth an order marker to attack with. Move Up and his Enhancement define his cost.
Rhamsean Guard
Spoiler Alert!
Description
Name- Rhamsean Guard
Follows- Einar
Species- Golem
Type- Common Hero
Class- Guard
Personality- Disciplined
Size- Large
Height- 6
Home-world- Feylund
Special Powers Fight For The Ruler
At the start of the game, choose a Unique Emperor or Queen Hero you control to be the Ruler for all Rhamsean Guards you control. When a Rhamsean Guard attacks, it may attack 1 additional time for each wound marker on its Rulers Army Card, to a maximum of 3 additional times. You can choose only one Ruler for all the Rhamsean Guards you control.
Protect The Ruler
If a Rhamsean Guard’s Ruler is attacked with a normal attack by an adjacent opponent’s figure and receives 1 or more wounds, you may destroy a Rhamsean Guard you control adjacent to that Ruler to ignore any wounds the Ruler just received.
Guardian March
After taking a turn with a Rhamsean Guard you control, you may move 1 other Rhamsean Guard you control up to 5 spaces.
The miniature used is D&D Night Below #02, Brass Golem:
There are approximately 80 spread across online sites and ebay, going for about $3-$6 apiece.
Thoughts- I'll have a bio up soon, to tie the theme together, but for now, I'm just looking for feedback on wording. I think I ripped off Loyalty to the Lizard King correctly, but I'd like to be sure. . Anyway, as you can see, continuing the Egyptian theme in some HeroScape characters, (i.e. Sudema, Anubian Wolves, Khosemut, etc.), and giving a couple of characters a new way to work in the meta-game. Zelrig especially should benefit here, since he might be the worst dragon to use in a GSW build, due to his need to move fast and not get engaged. Sudema too should be interesting, seeing as Fight For the Ruler will boost her weakness against common squads. Just get her up to the desired amount of wounds, and when things get hairy, start killing off the Guards. While they don't bond with their Ruler, an OM on them isn't wasted, since 2 of them can move.
Special Powers Foe-Hammer 16
If Grommel Bronzewielder inflicts at least 1 wound on an opponent's figure with a normal attack, roll the 20-sided die. If you roll a 14 or higher, all figures that are adjacent to both Grommel Bronzewielder and the defending figure received 1 wound.
Tactical Repositioning
If an opponent reveals a numbered order marker on a Unique Hero within 6 clear sight spaces of Grommel Bronzewielder, you may immediately move up to 3 Dwarf figures you control up to 4 spaces each. Figures moved by Tactical Repositioning must be within 6 clear sight spaces Grommel Bronzewielder prior to moving. Grommel Bronzewielder may not be moved by his own Tactical Repositioning.
The figure used is D&D War Drums #14, Warpriest of Moradin:
96 at online stores, and about half of that on ebay. Usually goes for $2-$4.
The Bio
Spoiler Alert!
Feylund is a complex world, of various races. Some war with each other, while others consolidate their own interests on the sidelines of combat. Others partake in both. While the Elves fight against Wolves in the North, Giants feud with human barbarians in the West, and Cyprien Esenwein rules the East, the domain of the Dwarves lies South. Most are sturdy, able warriors and smiths. The greatest among them are deadly in combat. Warlords and leaders alike hold sway in Dwarf society. Grommel Bronzewielder is one, exercising control with ragtag warriors over the Southeast of Feylund and his territories of Dwerrowan. An able warrior, he leads his strictly disciplined forces into battle, armed with a great battle hammer, halting the advance of clan Esenwein's forces South...
Thoughts- The name fits, in my opinion. Grommel is an homage to the WWII German officer Erwin Rommel, or "Desert Fox", who was a strategic genius (thus, Tactical Repositioning) in Northern Africa. Sure, he fought for what we consider the evil side, but he was known as merciful to prisoners, particularly Jews. Coerced into suicide following his involvement in a plot to kill Hitler. Anyway, since C3V has announced that the dwarf figure they'll be releasing will fight for Jandar, I don't see anything wrong with opening the door and sending one to serve Einar. Points may be a spot tricky, but I'm confident in this design. See the Bio for full theme.
Aishiro
Spoiler Alert!
Description
Name- Aishiro
Follows- Einar
Species- Human
Type- Unique Hero
Class- Ninja
Personality- Disciplined
Size- Medium
Height-5
Home-word- Earth
Special Powers Disappearing Ninja
If Aishiro is attacked with a normal attack and at least 1 skull is rolled, roll the 20-sided die to disappear. If you roll a 1-11, roll defense dice normally. If you roll a 12 or higher, Aishiro takes no damage, and instead may move up to 4 spaces. Aishiro can disappear only if he ends his disappearing move not adjacent to any enemy figures.
Ninjutsu Ambush
If Aishiro destroys a figure this turn, you may immediately take a turn with any Ninja Squad you control.
Phantom Walk
Aishiro can move through all figures and is never attacked when leaving an engagement.
The Card
Spoiler Alert!
The miniature used is D&D Deathknell #17, Dragonblade Ninja:
Pretty available. Usually goes for around $5.
Thoughts- Designed to work with the Ninjas of the Northern wind as an assassination force, if Aishiro can get in a kill, then the two units become a 4-man 4 attack squad, kind of. Anyway, he seems balanced enough, but will need playtesting
Ageamos
Spoiler Alert!
NAME = AGEAMOS
GENERAL = EINAR
PLANET = EARTH
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = WARLORD
PERSONALITY = DISCIPLINED
SIZE/HEIGHT = MEDIUM/5
LIFE = 5
MOVE = 5
RANGE = 1
ATTACK = 3
DEFENSE = 4
POINTS = 110
MAINTAIN FORMATION
When a Soldier figure you control within 4 clear sight spaces of Ageamos is destroyed by an opponent’s normal or special attack, you may move an unengaged Soldier figure you control up to 5 spaces. Any figures moved by Maintain Formation must end their movement adjacent to another Soldier figure you control. Figures moved by Maintain Formation will take any leaving engagement attacks.
The figure used for this design is D&D from the D&D Aberrations set, #11, Aasimar Favored Soul:
Decent availability across miniature and gamin sites, along with ebay stocks. Tends to hover between $1.50 and $5.00
Thoughts- A new twist on the typical Einar Warlord, Ageamos allows the Romans to maintain their shield wall while under attack, and can keep the Sacred Band inside of Parmenio's aura when the enemy comes a knockin'. Not quite sure about the points, but it shouldn't be that tough to figure out, given the precedent of all the other bonding options.
Unit T43
Spoiler Alert!
NAME = UNIT T43
GENERAL = EINAR
PLANET = ALPHA PRIME
SPECIES = SOULBORG
UNIQUENESS = UNIQUE HERO
CLASS = SOLDIER
PERSONALITY = DISCIPLINED
SIZE/HEIGHT = LARGE/???
LIFE = 4
MOVE = 4
RANGE = 8
ATTACK = 4
DEFENSE = 5
POINTS = 150
ARMOR PIERCING ROUNDS
When Unit T43 attacks an opponents figure with a base defense number of 5 or more with a normal attack, add 1 automatic skull to whatever is rolled.
SUPPRESSIVE FIRE SPECIAL ATTACK
Range 6. Attack 3.
If Unit T43 inflicts at least 1 wound on an opponents figure with Suppressive Fire Special Attack, you may remove 1 unrevealed order marker from that figure’s Army Card (or cards if your opponent has more than one common card for that figure). When Unit T43 attacks with Suppressive Fire Special Attack, he may attack one additional time.
The figure used is the AT-43 Cogs Prowler Unit Box:
Miniaturemarket has 58 of these guys right now, though a tad pricey at $12.00 a figure.
The Bio
Spoiler Alert!
In the last days of the Mariedian civilization, just before the plantet's government was completely overrun by the Soulborg, top government officials authorized the creation of their own Soulborgs, in a last-ditch effort to defend themselves. Intensive programming ensured that the highly disciplined machines would never turn on their masters, as the others had done. In an effort to counter the hulking metal warriors, Mariedian T-class Soulborgs were outfitted with crippling armor piercing ammunition, and suppressive programming designed to focus on the commanding Soulborgs in combat. When the government went into exile, the remaining T-class Soulborgs were left alone amongst the ruins of Mariedian society.
Now, as Vydar and his extensive Soulborg armies turns traitor to the Alliance, and Utgar continues to summon Deathwalker-class Soulborgs from Alpha Prime, Einar has made the decision to bring the last defenders of a ruined empire to him, in hopes that Unit T43 will allow the Alliance to turn with tide...
Thoughts- While he is designed to counter Soulborgs, in particular the big Majors and Deathwalkers, Unit T43 is a force to be reckoned with. He is particularly nasty to any army that relies on multiple order markers on one or two Army Card, like Glad/Blasts builds, the 'Cronroller, Gladiatiors, and most bonding armies. High-defense units like the Deathwalkers will find themselves hard-pressed to reach T43 before he reaches them. I'm pricing at 150 for now, though this will be subject to change once playtesting commences.
Hadrianus Augustus
Spoiler Alert!
NAME = HADRIANUS AUGUSTUS
GENERAL = EINAR
PLANET = EARTH
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = EMPEROR
PERSONALITY = DISCIPLINED
SIZE/HEIGHT = MEDIUM/5
LIFE = 6
MOVE = 5
RANGE = 1
ATTACK = 4
DEFENSE = 4
POINTS = 185
IMPERIAL TACTICAL FREEDOM AURA
All Disciplined Soldiers you control that follow Einar and are within 8 clear sight spaces of Hadrianus Augustus are never attacked when leaving an engagement with a Squad figure.
WILL OF THE EMPEROR
Start the game with the gold Praetor marker on this Army Card. At the start of each round, after placing order markers and before rolling for initiative, you may place the gold Praetor marker on the Army Card of any Unique Hero you control that follows Einar. At the end of each round, you must place the gold Praetor marker back on this Army Card.
ADVANCE OF THE PRAETORIAN
After taking a turn with a figure you control with the gold Praetor marker on its Army Card, you may move any number of Soldiers you control that follow Einar up to 5 spaces each. Any figures moved by Advance of the Praetorian must end their movement adjacent to a figure you control with the gold Praetor marker on its Army Card.
The Card
Spoiler Alert!
The miniature used is the D&D Lords of Madness #59, Zhent Champion:
Cheap, going for between $2.00 and $5.00, and with about 70 available between online miniature stores and ebay sellers.
Thoughts- Meant to assign the role of General to the Romans, Hadrianus grants them a bit more flexibility in high-point games and allows non-warlord Einar heroes their own personal bodyguards of Soldiers, and for the warlords to get a bit more bang for their buck with the Romans. I've created Hadrianus Augustus in preparation for an upcoming game that involves massive armies and a massive map, and depending on how he performs, I may decide to go further with him. He also has the benefit of allowing the Romans to withdraw from conflict to solidify the Shield Wall, or advance past a screen to juicier targets. Feedback on pricing is much appreciated here, in addition to the merits of his powers. In case anybody's wondering, Hadrianus Augustus is based off of a real Roman Emperor, who's full name was Publius Aelius Traianus Hadrianus Augustus, more popularly known as Emperor Hadrian. He is known for maintaining a strong military, and for the building of numerous physical barriers and fortifications along the boundaries of the Roman empire, the most famous being Hadrian's Wall, which bisects Great Britain.
Aquilla
Spoiler Alert!
Hymronn Farshot
Spoiler Alert!
I know exactly what I want this unit to become. A ranged hero for Aquilla's dwarves, which is something they seriously lack. Nothing too expensive, I was hoping to design him around a 90 point value.
Special Powers- Cover and Retaliate
If Hymronn Farshot is adjacent to a Ruin, Evergreen Tree, Jungle Piece, or Rock Outcrop, and receives one or more wounds from a non-adjacent figure, roll the 20-sided die. If you roll a 1-11, nothing happens. If you roll a 12-16, ignore any wounds Hymronn Farshot just received. If you roll a 17 or higher, ignore any wounds Hymronn Farshot just received, and you may immediately inflict a wound on the attacking figure if it is within 7 clear sight spaces of Hymronn Farshot.
Shot Mastery
If Hymronn Farshot did not move this turn, he may attack one additional time. If Hymronn Farshot attacks the same figure more than once in a single turn, roll one additional attack die for the second attack.
Climb x2
When moving up or down levels of terrain, Hymronn Farshot may double his height.
The Card
Spoiler Alert!
Some images of the mini, and availability/pricing information on said mini, excluding shipping costs, as of 12/02/11.
Spoiler Alert!
http://img.auctiva.com/imgdata/1/5/3...1178603_tp.jpg
Auggies- 2 for $0.99 each
ebay- 170+ from $0.99 to $4.57 each
BeholdertheBargains- 6 for $0.89 to $1.09
Miniature Market- 5 for $1.00 each
And yes, I know how poor the picture quality is.
The Bio
Spoiler Alert!
"They are an endless tide!" The cry goes up as screams echo in the quagmire. Dwarves under the command of the General Aquilla are outnumbered, as they wade through the sea of Marro. The ruins that the dwarves fight to defend sink in the swamp, and the Marro seek to reclaim this outpost just as the mire does. The dwarves come to ensure that they do not gain a foothold, and with them is the sniper famed amongst the dwarves of Feylund. A bolt flies from the hilltop and neatly pierces the skull of an advancing Drudge, and a second bolt flies to take its place in the head of another Drudge. Ducking behind ruins and rising from the swamps, the Marro loose shots at the clump of trees where the bolts originated. The sniper presses himself against a bristling branch ,clutching his crossbow. He hears the shots whistle past. He turns, aims, and a Drudge falls back into the marshes. There will be no victory today, but they may take many of Utgar's minions before the time to retreat comes.
Ragweb Spider
Spoiler Alert!
A new concept, I wanted to go for a bonding option for the Spiders. They have 100 point and 185 figures for bonding, so I went for something cheap, but something that will have a lasting effect upon the game.
Special Powers Poisonous Bite
At the start of the game, place 1 red Poisonous Bite marker on a Ragweb Spider Army Card for each Ragweb Spider figure in your Army. If a Ragweb Spider you control inflicts a wound on an opponent's Unique Hero, you may place a Poisonous Bite Marker on the Unique Hero's Army Card. At the end of each round, you must roll the 20-sided die once for each opponent's figure with a Poisonous Bite marker on its Army Card. If you roll a 1-7, remove the Poisonous Bite Marker from that figure's Army Card and place it back on a Ragweb Spider Army Card. If you roll a 8-20, place one wound on that figure’s Army Card. Opponent's figures may not have more than 1 Poisonous Bite Marker on their Army Card. Soulborgs, Constructs, Arachnids, and Undead are not affected by Poisonous Bite.
Climb x3
When moving up or down levels of terrain, a Ragweb Spider may triple its Height.
The Card
Spoiler Alert!
The miniature used is Pathfinder Giant Spider. Cheap, and widely available at online stores like Auggies.
The Bio
Spoiler Alert!
A soldier of Utgar creeps through the Southern Ticalla, clutching a notched blade as he goes. An ambush by bronze-skinned warriors has left this man without his comrades, and lost in the lush, stinking forest. His head twists and turns as every sound brings the enemy to mind. Behind, a twig snaps, and the cracks of a musket shot ring through the air. The soldier ducks, and runs blindly into the Ticalla. Branches whip past and roots seek to trip him up as he goes, but the soldier keeps his feet. He runs until he can run no more, and slows, chest heaving as he leans against a wall of dead vines. Let them find him here. No. No, he will keep on. He pushes away from the vines, and finds that he cannot move. His hand is caught by a web. His eyes widen, and the soldier desperately tries to free his hand from the woven trap. He has heard the stories of the creatures that prowl the jungles, and terror takes over as he jerks the thread. It's elasticity pulls him back to the wall, and more threads catch. In his thrashing, he is caught. The soldier, who has taken many lives, trembles as the hairy, brown, gigantic spiders emerge from the jungle. They do not advance. Instead, one opens it's pincers and lets out an eerie hiss. The brown spiders retreat. The soldier breaths a sigh of relief, then feels the tug on his shoulder as a thread twitches. He looks up to see smooth, grey and red spider scurry down the thread, and bite. He screams as the marks burn. He can feel the poison in his veins, in his brain, and in his heart. The spider can wait.
Special Powers Lightning Breath Special Attack
Range 6 + Special. Attack 3
Choose a figure to attack. You may also choose two other figures within 3 clear sight spaces of the targeted figure to be affected by Lightning Breath Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Lightning Breath Special Attack does not affect destructible objects.
Imposing Presence
All opponent’s Common Squad figures within 2 clear sight spaces of Saessill roll 1 fewer attack die.
Flying
When counting spaces for Saessill’s movement, ignore elevations. Saessill may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. If Saesill is engaged when she starts to fly, she will take any leaving engagement attacks.
The Card
Spoiler Alert!
The figure used is D&D Dangerous Delves #39, Young Gold Dragon:
There are nearly 100 spread around ebay and various miniature sites.
Thoughts-
Going for an Aquilla dragon that can take on squads and heroes (like most HeroScape dragons). I'd like feedback on pricing.
Ereborn Mount
Spoiler Alert!
I feel like I'm on something of a customs roll here, but it could just be my brain popping off ideas like popcorn. Anyway, I present to you:
Description
Name- Ereborn Mount
Follows- Aquilla
Species- Boar
Type- Uncommon Hero
Class- Mount
Personality- Stoic
Size- Large
Height- ???
Special Powers War Carry
Instead of moving with a Dwarf figure you control that is adjacent to this Ereborn Mount, you may place it on this Army Card if there is not already a Dwarf figure on this Army Card. When there is a Dwarf figure on this Army Card, subtract 1 from this Ereborn Mount’s move and add 1 to its attack and defense. After revealing an order marker on this Army Card and before taking a turn with this Ereborn Mount, you may place any Dwarf figures on this Army Card on an empty space adjacent to this Ereborn Mount. If this Ereborn Mount is destroyed, place any Dwarf figures on this Army Card on any empty space this Ereborn Mount occupied. If the Dwarf figures cannot be placed on any empty space this Ereborn Mount occupied, they are destroyed.
Cavalry Charge
After moving with this Ereborn Mount, if it is unengaged, roll the 20-sided die. If you roll a 15 or higher, this Ereborn Mount may move again.
The Card
Spoiler Alert!
The miniature used is D&D Desert of Desolation #09, Thundertusk Boar:
Availability is definitely on the low side, with only about 70 altogether on miniature sites and ebay. But, they are relatively cheap going for 2.50-6.00 depending on the site, and I must say it's an awesome looking sculpt.
Here we seek to boost the dwarves, offering up another way to mobilize their usually slow heroes. I feel that War Carry is slightly flawed, but hopefully we can get it to work. What I think would make it (slightly) easier is if the figure would fit on a single, Large D3 Base. I can really only see 2 of these guys being fielded in one army at a time, which makes up a bit for the low availability.
Laertan Oresun
Spoiler Alert!
After receiving help from the community on this concept (the miniature was an issue, I am proud to post my latest custom:
Special Powers Aquilla’s Blessing
After rolling the 20-sided die for an Aquilla Army Card, you may immediately roll 12 Aquilla Valkyrie dice. For each Aquilla Symbol rolled, you may add 1 to your 20-sided die roll.
Strategic Movement Bonding
Before moving Laertan Oresun, you may move up to 2 squad figures you control up to 4 spaces each. If you do not move up to 2 squad figures you control, you may add 2 to Laertan Orseun’s move this turn.
The Card(s)
Spoiler Alert!
Normal FLag
Spoiler Alert!
Aquilla Flag
The miniature used will be D&D Giants of Legend #03 Standardbearer
There are about 100 spread across more than a dozen sites, so availability is good enough for me.
Obviously, this is meant to be Aquilla's Flag Bearer. Of course, the Aquilla Valkyrie dice will have to be subbed in with combat dice of other Valkyrie dice. Also, though the flag does not depict the Aquilla symbol, I feel that it has enough of an Aquilla feel to it to qualify as good enough.
I need feedback on theme and point cost, primarily.
Aravirn
Spoiler Alert!
Description
Name- Aravirn
Follows- Aquilla
Species- Human
Type- Unique Hero
Class- Scout
Personality- Tricky
Size- Medium
Height- 5
Special Powers Tracking Quarry
At the beginning of the round, you may choose one Unique Hero in your opponent’s army and place the black Quarry marker on that figure’s Army Card. When Aravirn attacks a figure with the Quarry marker on it’s Army Card, he may attack that figure one additional time. At the end of the round, place the Quarry marker back on Aravirn’s Army Card.
Concealment 13
If Aravirn is targeted and receives one or more wounds from an attacking figure that is not adjacent, you must roll the 20-sided die. Count the minimum number of spaces between the attacker and Aravirn. Add this number to your die roll. If you roll a 13 or higher, ignore any wounds Aravirn just received.
The miniature used is Pathfinder Human Ranger, Male:
Very available, with about 115 at online sites and ebay (ebay and Auggies currently have the most). Also, he's quite cheap, going for 2.00-5.00
Thought: I need primarily pricing information on this guy, but overall I don't think he has too many problems.
Special Powers Talon Grab
While Aeronn is flying, you may choose an one opponents small, medium, or large figure that he passed over this turn. Place that figure on an empty, same-level space adjacent to Aeronn. If the chosen figure is engaged when it is moved by Talon Grab, it will not take any leaving engagements. Figures under overhangs can never be moved by Talon Grab.
Ancient Hunter Special Attack
Range 1, Attack 2.
If Aeronn attacks a figure moved by Talon Grab this turn, the defending figure rolls 2 fewer defense dice. When Aeronn attacks with Ancient Hunter Special Attack, he may attack one additional time.
Stealth Flying
When counting spaces for Aeronns movement, ignore elevations. Aeronn may fly over water without stopping, pass over figures without becoming engaged, and ignore obstacles such as ruins. If Aeronn is engaged when he starts to fly, he will not take any leaving engagement attacks.
The miniature used is D&D Lords of Madness #39, Roc:
The miniature is fairly available, and cost usually runs anywhere from $3-$10. ebay prices are slightly higher, but that's to be expected.
Thoughts- I am completely disposing of one of my other customs, Zirakillyth, because it is not a viable miniature choice. Therefor, I am taking all 3 special powers on that Army Card, modifying 1 slightly, and putting them into this design, because I think that they work quite well together for this design. Aeronn and his kind are meant to reside in the mountains mentioned in the SotM rulebook, which I'd name if I could find my rulebook, . Anyway, I need help with the pricing here. Keep in mind when suggesting a price that I will be introducing a bonding squad, but it will not be the average bread & butter squad, more of a shark squad. The new species, Vendominn, is derived from the Latin phrase 'wind lords', or 'ventus domini'.
Quilato Eagles
Spoiler Alert!
Quilato Eagles
Description
Follows- Aquilla
Species- Vendominn
Type- Common Squad
Class- Hunters
Personality- Merciless
Size- Small
Height- 3
Home-world- Valhalla
Special Powers Wind-lord Bonding
Before taking a turn with Quilato Eagles, you may take a turn with any Merciless Lord you control.
Gathering
Instead of attacking with Quilato Eagles, you may move with up to 4 other Quilato Eagles you control up to 6 spaces each. You may only use this power once per round.
Flying
When counting spaces for Quilato Eagles’ movement, ignore elevations. Quilato Eagles may fly over water without stopping, pass over figures without becoming engaged, and ignore obstacles such as ruins. When a Quilato Eagles starts to fly, if it is engaged it will take any leaving engagement attacks.
The miniature used is D&D Night Below #18, Giant Eagle:
Very available, I'd estimate about 120-130 figures. That makes about 60-65 squads.
Thoughts- A bonding squad for Aeronn, the custom posted above. They should be interesting in playtesting. I think the pricing is about right, but let me know if you think otherwise.
Special Powers Primal Rage
After revealing a numbered order marker on Taurkhin, you may reveal the X order marker on Taurkhin to activate Primal Rage for the duration of the round. While Primal Rage is active, when Taurkhin attacks he may attack 2 additional times, add 2 to Taurkhin’s move, and subtract 2 from his defense.
Toss 12
After attacking an opponent's figure with Taukhin, roll the 20-sided die. If you roll a 12 or higher, you may toss the figure by placing it on any empty space within 5 clear sight spaces of Taurkhin. The figure must land within clear sight of Taurkhin. After the figure is placed, roll the 20-sided die for tossing damage. If you roll a 15 or higher, the the tossed figure receives 1 wound. If the figure is tossed onto a level higher than the height of Taurkhin or onto water, do not roll for tossing damage. The tossed figure does not take any leaving engagement attacks.
The miniature used is D&D Legendary Evils #24, Goristro:
Yes, I am recycling the miniature. No, I do not accept that as being hypocritical. Anyway, about 90 split even between miniature sites and ebay, goes for $4-$8.
Thoughts- It's time Aquilla got a beatstick that doesn't bond, and doesn't send mothers into conniptions "cough, Sujoah, cough cough" Points seem ok, but I'd really like some constructive feedback on this guy. Primal Rage is a bit lengthy, but not too bad, and Toss has a pseudo-precedent. As for Home-world, I was going to put him on Feylund, but don't they have enough freaks already?
Honor Guard of the Burning Forge
Spoiler Alert!
NAME = HONOR GUARD OF THE BURNING FORGE
GENERAL = AQUILLA
PLANET = FEYLUND
SPECIES = DWARF
UNIQUENESS = UNIQUE SQUAD
CLASS = GUARDS
PERSONALITY = DAUNTLESS
SIZE/HEIGHT = SMALL/3
LIFE = 1
MOVE = 5
RANGE = 1
ATTACK = 3
DEFENSE = 4
POINTS = 65
AVENGE THE FALLEN
When an Honor Guard of the Burning Forge you control is destroyed, place that figure on this Army Card. For each Honor Guard of the Burning Forge figure on this Army Card, add 1 to the attack value of this Army Card.
STRENGTH OF THE FALLEN
When an Honor Guard of the Burning Forge you control receives 1 or more wounds, you may remove an Honor Guard of the Burning Forge figure from this Army Card and ignore any wounds that Honor Guard of the Burning Forge just received.
The miniatures used are:
- D&D Aberrations, Hill Dwarf Warrior, #07
- D&D Underdark, Gold Dwarf Soldier, # 05
- D&D Dragoneye, Dwarf Barbarian, #18
- D&D Aberrations, Anvil of Thunder, #02
Some of the pictures are awful, for which I apologize.
All of these miniatures are plentiful, and range from $1.00-$4.00, depending on who's selling.
Thoughts- I've been sitting on this idea for a while now, but just now found the last miniature I need to make a full squad of 4. The dwarf faction was missing a Unique Squad, and I can see these guys as a fun filler in armies needing a melee component. The more you kill, the stronger the remainder become, but they can sacrifice that strength to keep themselves alive. They can be boosted by Warden 816, oddly enough, as Guards, which could lead to some interesting builds in playtesting... . Anyway, I'm looking for feedback on pricing with these guys, though I think they're in the ballpark at 65.
Mantodeia
Spoiler Alert!
NAME = MANTODEIA
GENERAL = AQUILLA
PLANET = VALHALLA
SPECIES = INSECT
UNIQUENESS = UNIQUE HERO
CLASS = PREDATOR
PERSONALITY = RELENTLESS
SIZE/HEIGHT = LARGE/7
LIFE = 4
MOVE = 7
RANGE = 1
ATTACK = 4
DEFENSE = 2
POINTS = 110
HOVERING ASSAULT SPECIAL ATTACK
Range Special. Attack 3.
After moving with Mantodeia, you may choose up to 3 opponent’s figures that Mantodeia passed over this turn to be affected by Hovering Assault Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately.
TICALLAN EXOSKELETON
At the start of the game, place 2 blue Exoskeleton markers on this Army Card. After Mantodeia rolls defense dice against a normal attack, you may remove 1 Exoskeleton marker from this Army Card to ignore all wounds inflicted by that attack.
STEALTH FLYING
When counting spaces for Mantodeia’s movement, ignore elevations. Mantodeia may fly over water without stopping, pass over figures without becoming engaged, and ignore obstacles such as ruins. If Mantodeia is engaged when he starts to fly, he will not take any leaving engagement attacks.
The Card-
Spoiler Alert!
The miniature used for this concept is the D&D Lords of Madness #07, Crownwing (for a much better picture which I can't copy to this site, look
:
The miniature is pretty cheap, usually going for $2.50-$5.00. I would estimate that there are approximately 50-60 between online miniature sites and ebay, with high amounts at Auggies, alterealitygames.com, and Miniature Market.
Thoughts- As a Predator, Mantodeia bonds with the Fyorlag Spiders, and gives them a relatively weak multi-attack when compared to one of their other chief bonding options (Quahon). However, Mantodeia is much more agile than Quahon, with a less imposing sculpt, superior movement, and Stealth Flying. Mantodeia's price is kept down by his low life and defense stats, which are supplemented by a revised version of the Exoskeleton power, buying him a couple of freebie blocks against powerful attacks. Mantodeia's origins can be explained away about as easily as Sujoah's with a little copy and paste. An insect that found its way to a Wellspring, and as a consequence, grew to a creepily immense size. Interestingly, Mantodeias price fits into a pretty nice Fyorlag Spiders build with C3V's Quahon, which amounts to Mantodeia, Quahon, Fyorlag Spiders x5 for 500 points and 17 hexes of jungle fury.
Valienn Swiftsword
Spoiler Alert!
NAME = VALIENN SWIFTSWORD
GENERAL = AQUILLA
PLANET = EARTH
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = LEADER
PERSONALITY = RESOLUTE
SIZE/HEIGHT = MEDIUM/5
LIFE = 5
MOVE = 5
RANGE = 1
ATTACK = 5
DEFENSE = 4
POINTS = 150
SHIELDMAIDEN COMMANDER
When revealing an Order Marker on this card, instead of taking a turn with Valienn Swiftsword, you may take a turn with up to 2 Shieldmaidens you control. Any Shieldmaiden that is taking a turn instead of Valienn Swiftsword must be within 6 clear sight spaces of Valienn Swiftsword before moving.
CRIPPLING ARROWS SPECIAL ATTACK
Range 4. Attack 2.
When Valienn Swiftsword attacks with her Crippling Arrows Special Attack, she may attack 2 additional times. Defending figures subtract 1 from their defense dice for each skull rolled with Crippling Arrows Special Attack. Valienn Swiftsword may not use Crippling Arrows Special Attack while she is engaged.
LIVING LEGEND
When Valienn Swiftsword is destroyed, you may immediately destroy a Swiftsword Royal Guard you control, remove all markers and figures from this Army Card, and replace that Swiftsword Royal Guard with Valienn Swiftsword.
The Card-
Spoiler Alert!
The miniature used for this design is the Gray Maiden Commander from the upcoming Pathfinder Miniatures: The Shattered Star set. Availability info will be posted as soon as it is available (sometime in january 2013):
The Bio
Spoiler Alert!
For generations, the Swiftsword dynasty ruled over the region nestled between Ancient Mycenae and the northwest coast of the Black Sea, holding sway over vast areas of land, rivaling the southern Greek Lords from which they claimed partial descent. Though they acknowledge a relation to the Greeks, their pride is rooted in their ancestral roots of the great city of Troy. Following the catastrophic siege by the Greeks, what remained of the ousted city population split into two groups. One, more famed throughout the world, traveled by sea to Italy, their descendants founding the Roman Empire. A smaller party of refugees fled north, and taking up residence amongst the mountains lining the coast, began to rebuild their line anew. Wishing to escape the failures of Troy, their society became dominated, not by men, but by an upper caste of warrior-women. Renaming themselves the Swiftsword in their own tongue, the line is continued not by family, but by warrior. The title of Vallien Swiftsword is awarded to the most proven warrior-woman amongst the Royal Guard for life. Should she fall in one of the battles that so often takes place between the Swiftsword and their southern enemies, she will be replaced by one of the Royal Guard.
Thoughts- A mixture of the mythical Amazon warrior-women and the remnants of Troy, the Swiftsword faction should bring a serious melee hero build to the armies of Aquilla. The army has a very nice arsenal of normal and special attacks to choose from, and presents a nice opportunity to flesh out Aquilla's humans with the recent influx of Wolfen, Dwarves, and Mariedians. Extensive work on this design can be attributed to capsocrates and Arch-vile, both of whom took a keen interest in the designs development, and deserve a proper thanks.
Swiftsword Royal Guard
Spoiler Alert!
NAME = SWIFTSWORD ROYAL GUARD
GENERAL = AQUILLA
PLANET = EARTH
SPECIES = HUMAN
UNIQUENESS = UNCOMMON HERO
CLASS = GUARD
PERSONALITY = DISCIPLINED
SIZE/HEIGHT = MEDIUM/5
LIFE = 4
MOVE = 5
RANGE = 1
ATTACK = 4
DEFENSE = 3
POINTS = 65
ONE SHIELD DEFENSE
When rolling defense dice, if this Swiftsword Royal Guard rolls at least one shield, the most wounds this Swiftsword Royal Guard may take for this attack is one.
SWIFTSWORD SPECIAL ATTACK
Range 1. Attack 3.
If this Swiftsword Royal Guard rolls at least 1 skull with her Swiftsword Special Attack, this Swiftsword Royal Guard may attack one additional time with her Swiftsword Special Attack.
The Card-
Spoiler Alert!
The miniature used for this unit is the Grey Maiden from the upcoming Pathfinder Miniatures: The Shattered Star set, which is due out in January 2013. Availability information will be posted as soon as it is available:
The Bio
Spoiler Alert!
Upon coming of age, each girl is given a choice. Stay home with family, or enter the Royal Guard. Almost all choose the latter. As she takes vows, the girl is sworn eternally to the service of Vallien Swiftsword. She is bound to never to covet that title, but to revere it, to die for it, and should the utmost need arise, take it upon herself to lead the Guard to victory.
Thoughts- The Shieldmaidens are Valienn Swiftswords meat shield, a screen of melee fury that allow her to fire off shot after shot of crippling arrows. In melee combat, they are a force to be reckoned with, possessing both defensive and offensive special powers in their arsenal, along with solid melee stats. Extensive work in getting this design to where it is now was done with the much-appreciated help of capsocrates and Arch-vile, both of whom took a keen interest in this design, and deserve a proper thanks.
Idrassyl
Spoiler Alert!
NAME = IDRASSYL
GENERAL = AQUILLA
PLANET = TORIL
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = WIZARD
PERSONALITY = CONFIDENT
SIZE/HEIGHT = MEDIUM/5
LIFE = 5
MOVE = 5
RANGE = 1
ATTACK = 3
DEFENSE = 4
POINTS = 130
SUMMON FLOODWATERS
Idrassyl starts each game with up to 4 water tiles on his Army Card. Instead of moving with Idrassyl, you may roll the 20-sided die. Add 3 to your die roll if Idrassyl is standing on a water, snow, or ice space. If you roll a 15 or higher, you may place a water tile from this Army Card on any empty space within 4 spaces of Idrassyl if the water tile fits normally onto that space.
SURGING WATERS SPECIAL ATTACK
Range Special. Attack 3.
Choose a figure to attack that is both within 4 clear sight spaces of Idrassyl and on a space that is within 2 clear sight spaces of a water space. When Idrassyl attacks with Surging Waters Special Attack, he may attack 3 additional times.
The Card-
Spoiler Alert!
The miniature I've selected is the D&D Angelfire #02, Cleric of Dol Arrah:
It runs between $1-$4, and is pretty available. Places with a lot in stock include CoolStuff.inc, Miniature Market, Auggies, and alterealitygames.com
Thoughts- caps & Arch-vile convinced me to go with Wizard on this guy (I'd been considering Tribesman). A stand-alone hero in Aquilla's armies, he can pack a punch on maps with a good bit of water, and if it's lacking, he can create his own launching points for attacks. He's sturdy, but not indomitable with 5/4 life/defense. A lack of water can dry up his offense pretty quickly, since it'll deprive him of his Special Attack and force him to create his own while the enemy comes towards him. I can see him in builds involving heavy use of screens, glyph-grabbers, and ranged forces. A great way to clear away enemy screens that are vulnerable to special attacks, like Goblins and Rats.
Hoargun Thunderfist-
Spoiler Alert!
NAME = HOARGUN THUNDERFIST
GENERAL = AQUILLA
PLANET = EBERRON
SPECIES = DWARF
UNIQUENESS = UNIQUE HERO
CLASS = FIGHTER
PERSONALITY = FEARLESS
SIZE/HEIGHT = MEDIUM/4
LIFE = 5
MOVE = 5
RANGE = 6
ATTACK = 3
DEFENSE = 4
POINTS = 120
BLUNDERBUSS SPECIAL ATTACK
Range 3. Attack 4.
If Hoargun Thunderfist did not move this turn, you may use Blunderbuss Special Attack. Choose a figure to attack. Any figures adjacent to the targeted figure are also affected by Blunderbuss Special Attack. Hoargun Thunderfist only needs a clear sight shot at the chosen figure. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Hoargun Thunderfist cannot be affected by his own Blunderbuss Special Attack.
STEADFAST DEFENSE
When defending with Hoargun Thunderfist, roll 1 additional defense die for each additional time Hoargun Thunderfist has been attacked this turn.
The Card:
Spoiler Alert!
The miniature used is the World of Warcraft Miniatures Grumpherys, from the Dark Portal Set:
Not the most available. 13 at trollandtoad, 12 at MiniatureMarket, at least 10-20 from one ebay seller. The problem is, it's too frickin' cool not to do something with it.
Special Powers Tough Hide
When Halgo rolls defense dice against a normal attack from a non-adjacent squad figure, one shield will block all damage.
Savage Strike Special Attack
Range 2, Attack 3.
When Halgo attacks with Savage Strike Special Attack he may attack two additional times. Halgo may not attack a figure more than 3 levels below his base or 3 levels above his height with Savage Strike Special Attack.
The Card
Spoiler Alert!
The miniature that I'm tentatively using is D&D War of the Dragon Queen, #50, Mountain Troll.
Availability is a little low, with only 70 spread across every site I could find. Auggies has the most in one place, with 14 for 7.99
The Bio
Spoiler Alert!
Halgo pushed through trees many times his immense size, closer to the calls of his fellow giant, Jotun. Though no human would know it from looking at the two, they were of the same kin. Jotun was thinner and more like a human, while Halgo was broader and his skin knobby, dark. The giant dragged his club behind. He rushed into the clearing to see Jotun held to the ground by many ropes, and barbaric humans milling over him. One clambered atop Jotun, and hefted a barbed spear. "No!" Halgo bellowed, as the human brought the spear down. Suddenly, his brother was no longer there, the ropes loose upon the ground. Barbarians raised their spears, and others hefted bows. Arrows flew through the air, rebounding from Halgo's skin. He bared his teeth in anguish, for his brother was now gone. Many humans scattered, but more were crushed beneath the massive piece of wood. Yet more came, and Halgo was soon to the ground, as Jotun before him. On Valhalla, the giant serves Ullar well, fighting alongside his kin to repay the debt that he doubly owes the Valkyrie.
Thoughts- When I and my sibling, Ninja Status, saw this figure, to us it screamed Jotun. Therefor, I used a name mentioned in the original Giant's bio, Halgo. Check out the Book of Jotun for the original mention of Halgo. Thanks to NS on the collaboration with the powers. Anyway, this guy is basically a toned down, slightly more defensive version of Jotun. He keeps the high-life/low-defense of his fellow Giant. However, his Special Attack is targeted towards less figures, with more flexibility. He also is better against Jotun's bane: ranged squad figures.
Venoc Monstrosity
Spoiler Alert!
Description
Name- Venoc Monstrosity
Follows- Ullar
Species- Creature
Type- Unique Hero
Class- Warlord
Personality- Wild
Size- Large
Height- ??? (don't have the miniature yet, no good internet pics to compare)
Home-world- Marr
Special Powers Slither
Venoc Monstrosity does not have to stop it's movement when entering water spaces.
Viper Spawn
After taking a turn with Venoc Monstrosity, you may roll the 20-sided die. If you roll a 16 or higher, you may place up to 2 previously destroyed common Viper Squad figures from your army on empty spaces adjacent to Venoc Monstrosity. If Venoc Monstrosity is on a water space, add 4 to your die roll.
Regenerate
After taking a turn with Venoc Monstrosity, remove one wound marker from this Army Card.
The miniature used is D&D Archfiends #44, Abyssal Eviscerator:
This guy is very available, check out his abPrices page.
The Bio
Spoiler Alert!
The Marro had begun genetic experimentation many hundreds of years prior to their summoning by Utgar. In their constant wars with the Vipers, they developed newer, more sophisticated, and more brutal ways of destroying their enemies. Taken as a prisoner of war, this creature was once an ordinary Venoc Viper. After several years of gene alteration and an excess of torture on the now-twisted creature, the Marro succeeded in producing a creature that no longer truly resembled a Viper. This monstrosity, a hulking brute stripped down and reassembled from the atomic level, is much, much more than a Viper. As it realized it's power, the primitive being attempted to escape from it's captors. Nearly brought down in it's bid for freedom by it's captors, Ullar intervened, summoning the creature to Valhalla. In it's blind rage, it came close to killing it's savior before the Venoc Warlord communicated with the ruined creature. Placed upon the front lines of the war, far from Ullar's native lands, this being strikes sheer terror into the hearts of Utgar's minions, and some of it's allies as well...
Thoughts: This guy is meant to make the Vipers playable as a strong unit. He works well with both Viper squads, and bonds with the Armocs. Able to reproduce the Vipers, the shoddy defense of it's underlings is made up for by the amount of snakes this guy can pump out. All I really need help on here is the pricing, and even on that I think I'm close to what I need.
Special Powers Giant Bonding
Before taking a turn with Korrunal Warriors, you may first take a turn with any Giant you control.
Defensive Agility
When a Korrunal Warrior rolls defense dice against a normal attack from an adjacent figure, one shield will block all damage.
Climb X2
When moving up or down levels of terrain, Korrunal Warriors may double their height.
The Card
Spoiler Alert!
The miniatures used are Reaper Legendary Encounters Kobolds:
The Reaper line is still in production, and every single site I visited has anywhere from 4-10 squads of these guys. Cost is low, about $5.00 per squad, and I don't think availability is an issue.
The Bio
Spoiler Alert!
The world of Icaria was not always as the dragons dominate it in this age. Uncountable centuries ago, the world was ruled by two species, the Icarians for whom the planet is named, and the smaller, less advanced Korrunal. The two engaged in great trade, and both societies flourished. The Korrunal and Icarians ruled over vast stretches of land, spreading over entire continents.
The rise of the dragons out of the East brought about dramatic change for both. The humans chose to be subservient to their newfound lords, while the Korrunal chose to fight against domination. As a result, the dragons utterly decimated their cities and population, hunting those they could find for sport. They small Korrunal were no match for the enormous beasts.
With the face of Icaria changed forever, the few remaining Korrunal went into exile in the farthest western reaches of the known Icarian lands. Their society continues there, greatly diminished and just barely surviving.
Lord Ullar noted the courage of these creatures, and chose to summon them for his growing forces. Most often, they fight with a champion many times their own size, lending support where it is needed most.
Thoughts: In these little guys, I hope to create a nearly bread-and-butter type squad for Ullar, but they also had to be fairly weak. Their survivability isn't anything to smile upon from range, but they should last a decent amount of time in melee, so long as their 6 move can win them the high ground. It should be noted that in addition to bonding with Jotun and Shurrak, they also bond with my own Halgo and Thaelenk Giants, (see Ullar and Jandar). I estimate points being about 40 for these guys. Need feedback on pricing, primarily.
Special Powers Nature’s Fury 14
Instead of attacking with a Wood Elemental you control, choose an Evergreen Tree or Jungle Piece within 4 clear sight spaces of that Wood Elemental and roll the 20-sided die once for each figure adjacent to that Evergreen Tree or Jungle Piece. If you roll a 14 or higher, the figure receives 1 wound.
Tree-like
If a Wood Elemental is adjacent to an Evergreen Tree, Jungle Piece, or another Wood Elemental you control, opponents figures must be adjacent to that Wood Elemental to attak it with a noraml attack.
Climb X2
When moving up or down levels of terrain, a Wood Elemental may double its height.
The miniature used is D&D War of the Dragon Queen #58, Twig Blight
Very cheap. Usually goes for $1.50-$3. There are nearly 200 of these floating around online, about 2/3rds in online stores, the rest on ebay.
Thoughts- Ullar receives his elemental, a fitting figure. Theme seems good to me. A bit terrain-specific, but I'd say the figure will function well on about half of all tournament-worthy maps. Pricing seems good, since he's frail. Tough against ranged squads, and Nature's Fury will ensure different tactics in games as the enemy tries to avoid the LOS blockers that would normally protect them from ranged fire.
Special Powers Throwing Knife Special Attack
Range 4. Attack 3.
Opponent’s figures roll 1 fewer defense dice against Throwing Knife Special Attack.
Defensive Agility
When Haellin rolls defense dice against a normal attack from an adjacent figure, 1 shield will block all damage.
Ashran Leap
Instead of her normal move, Haellin may use Ahran Leap. Ashran Leap has a move of 3. Haellin may Leap over water without stopping, Leap over figures without becoming engages, and Leap over obstacles such as ruins. Haellin may not Leap up or down more than 15 levels in a single Leap. If Haellin begins Ashran Leap adjacent to an Elf figure, add 1 to Ashran Leap’s move. If Haellin is engaged when she starts to Leap, she will not take any leaving engagement attacks.
Phantom Walk
Haellin may move through all figures and is never attacked when leaving an engagement.
The miniature used is D&D Aberrations #20, Sharn Cutthroat:
Goes for about $2-$3. About 60 on miniature sites, 30-40 on ebay.
Thoughts- A lot going on here. A dynamic figure, capable of slipping behind the enemy quickly and eliminating cheerleaders or high-cost squad figures. Masses of squaddies, figures that bypass defense, and range figures on height will be a problem for her. Pricing help needed here, I'm not sure just how much she's worth with her mobility and low life.
Valkrill
Spoiler Alert!
Lord Eschain
Spoiler Alert!
The idea of this unit originally came from a fellow 'Scaper, Ninja Status. With his permission, I refined it and shaped the qualities he was going for into special powers and stats. Special thanks to awesomeunleased for helping me with the wording on DBSA.
Basically, this unit is meant to be a hero that works well with all Valkrill forces. Will of Chaos also gives aid to them, because most Valkrill Squads either A) have low numbers (Mezzos and DK's), or B) have low defense (DCoT). Really, the only squad I see not benefitting hugely from his presence are the Horned Skull Brutes. They have Goblins to use as shields.
But he doesn't just help out the hordes. This guy can carve through figures on his own, with Dark Blade Special Attack. With the potential to attack up to three figures per turn, and with 4 for his normal attack, this guy can dish it, and take it with 6 life and 4 defense. Consequently, I had to make him a high-cost figure, but I'm not yet decided upon points. Leaning towards the 150 area. So, without further ado, Lord Eschain!!!
Name- Lord Eschain
Follows- Valkrill
Species- Human
Type- Unique Hero
Class- Commander
Personality- Relentless
Size- Medium
Height- 5
Homeworld- Earth
Special Powers- Dark Blade Special Attack
Range- 1+Special. Attack- 2.
Choose a small or medium figure to attack. If you inflict at least one wound with Dark Blade Special Attack, you may choose up to 2 other small or medium figures adjacent to the defending figure and attack the chosen figures with Dark Blade Special Attack. Roll attack dice once for all figures affected by the second attack. Each figure rolls defense dice separately. You may not attack more than 3 figures in one turn with Dark Blade Special Attack. When attacking with Dark Blade Special Attack, add one automatic skull to whatever is rolled.
Will of Chaos
When a Common Squad figure you control that follows Valkrill within 3 clear sight spaces of Lord Eschain is destroyed by a normal attack from an opponents figure, roll the 20-sided die. If you roll a 14 or higher, ignore any wounds that figure just received, and place it on any empty space adjacent to Lord Eschain. If the figure cannot be placed adjacent to Lord Eschain, destroy the figure.
The Card
Spoiler Alert!
Some images of the mini, and availability/pricing information on said mini, excluding shipping costs, as of 12/02/11
Spoiler Alert!
The D&D mini from War of the Dragon Queen, #01, Aasimar Fighter. http://paizo.com/image/product/catal...52-01_500.jpeg
Auggies- 29 for $1.49 each
BeholdertheBargains- 5 for $1.49 each
ebay- 32 for $1.49 to $4.69 each
The Bio
Spoiler Alert!
"Sir Dupuis, the enemy are routed! Shall we give chase?" A knight of Weston looks up at the Templar Commander with a kind of eager light in his eyes. Sir Dupuis casts his gaze to the front line, where Goblins are running from the silver-clad soldiers of Jandar.
"Yes. Ready the men, and bring my horse." The knight rushes away, barking orders to his comrades. He soon returns with a light brown horse, armed in war-fashion. Sir Dupuis pulls himself into the saddle, and more riders join him. Sir Dupuis raises his sword, and letting out a call, lowers it at the enemy. The knights charge forth, and pass their Weston allies. As they come to the heels of Valkrill's forces, a blinding flash of darkness sends toppling off his horse. He regains his feet slowly to see his knights scatterings, and a man clad in fine armor, wielding a sword that crackles with black light cutting down anyone close. Sir Dupuis draws his blade and hefts his shield, prepared to fight.
The man brings the sword down in a deadly arc, and Dupuis' shield shatters. The knights around him fall. The eyes within the helm burn at him.
Special Powers Swarm
Before moving Sepulchein Rats, you must roll the 20-sided die. If you roll a 1-2, destroy a Sepulchein Rat you control and you may not move this turn. If you roll a 3-12, you may move and attack with up to 3 Sepulchein Rats you control. If you roll a 13-16, you may move and attack with up to 6 Sepulchein Rats you control. If you roll a 17-20, you may move and attack with up to 9 Sepulchein Rats you control.
Disengage
Sepulchein Rats are never attacked when leaving an engagement.
Climb x2
When moving up or down levels of terrain, Sepulchein Rats may double their height.
The miniatures used are Giant Rats from the Reaper Legendary Encounters line:
Availability for these guys seems pretty good. Auggies has 58 in stock, ebay auctions give about 25, and various other sites add to about 30. Giving us close to 120 of this common squad.
My first attempt at a squad, I chose these guys because they are A) plentiful, and B) dripping with theme.
If anybody has these guys, could you let me know the height? Many thanks.
Special Powers Marshaling Evil
All wild Common figures you control that start their turn adjacent to Kapallus may add 1 to their move this turn.
Dreaded Lord
All small and medium figures adjacent to Kapallus that do not have the Fearless Personality roll one fewer defense die against normal attacks.
Bared Bones 2
When Kapallus rolls defense dice against a normal attack from a non-adjacent figure, roll 2 additional defense dice.
The Card
Spoiler Alert!
The miniature used is D&D Savage Encounters #33, Skeletal Cyclops
Nice and available, with more than 100 for cheap at multiple sites.
Thoughts- A new bonding option for the Death Chasers of Thesk, he enhances quite a few figures in the game, so army builds with him will be interesting. I expect to use DCoT, Black Wyrmlings, and Marro Drudge in playtesting.
Special Powers Vicious Bite
Small and medium figures attacked by a Morindan Hound may never roll defense dice.
Cursed Bones
A Morindan Hound may never roll more than 1 attack die.
Rise to the Hunt
At end of each round, if you control at least 1 Morindan Hound, roll the 20-sided die once for each of your previously destroyed Morindan Hounds. If you roll a 14 or higher, place that Morindan Hound on any empty space. You cannot place a Morindan Hound adjacent to any other figures.
The Card
Spoiler Alert!
The miniature used is D&D Archfiends #41, Gravehound:
Very available, most sites have 10 or more, and at least 5 I've looked at have 20 or more. Like most small-ish D&D miniatures, it's reasonably priced, usually $2-$3.
Thoughts- The primary problem here will be point cost. I'm thinking something like 20, but it could be less or more, depending on what playtesting shows. I'm noting here that the hit zone of this figure will be like the Zombies of Morindan, head only. That'll make things interesting. Again, please help me with these guys on pricing, and wording on the third power. Combining Zombies Rise Again with The Drop is going to be a bit weird.
Special Powers Rejected by Death
At the start of each of your turns after Shaitahn has been destroyed, roll the 20-sided die. If you roll a 19 or higher, immediately place Shaitahn on a space adjacent to any figure you control and remove all wound markers from Shaitahn’s card.
Undead March
Instead of taking a turn with Shaitahn, you may move up to 4 Common Undead figures you control that follow Valkrill up to 4 spaces each. Figures moved by Undead March must be within 8 clear sight spaces of Shaitahn prior to moving.
Soul Weapon
Figures attacked by Shaitahn subtract 2 from their defense dice. Destructible objects are not affected by Soul Weapon
The Card
Spoiler Alert!
The miniature used is D&D Lords of Madness #45, Skeleton:
Very available, typically goes for $2-$4. I'd say about 110 spread across online stores and ebay.
The Bio
Spoiler Alert!
Valkrill has raised a new warrior to terrorize the troops of his enemies. Cobbled together from bones of valiant soldiers and miserable grunts alike, Shaitahn's body is held together by dark forces that will ensure he can never truly die. Many a champion has struck him down, only to find his blade biting into them minutes later. As a reward for his service on the battlefield, Shaitahn has been given supreme field command over the undead soldiers of Valkrill's armies. Carrying the cursed sword of a Death Knight, he is one to be feared in single combat...
Thoughts- A captain in the armies of Valkrill, Shaitahn (who's name is derived from the Arabic word for demon/devil, and the English word Satan) is an Undead figure that bonds with Death Knights, and has the potential to work very well should more undead figures be released. He can come back on his own, though it's a bit of a long-shot. The current figures that can be moved by Undead March include the Death Knights of Valkrill, C3V's Nicholas Esenwein, and C3V's Preyblood Thrall. Really, I think this design came out quite well. The pricing might need a tweak, but I think it's in the ballpark of where it needs to be. EDIT: I've made a couple of changes to this figure as of early May. Added Soul Weapons, changed Undead March to simply forgoing the turn, not an OM. So Death Knights can achieve great mobility. Price bumped to 110.
Skeletal Archer
Spoiler Alert!
Description
Follows- Valkrill
Species- Undead
Type- Common Hero
Class- Archer
Personality- Precise
Size- Medium
Height- 5
Home-world- Toril
Special Powers Standing Volley
After revealing an Order Marker on a Skeletal Archer Army Card and taking a turn with a Skeletal Archer, if that Skeletal Archer attacked but did not move this turn, you may take a turn with up to 2 other Skeletal Archers you control. The Skeletal Archers may not move during these turns.
Penetrating Arrow
If a Skeletal Archer attacks a figure that is at least 5 spaces away, roll 1 additional attack die.
Bared Bones 1
When a Skeletal Archer rolls defense dice against a normal attack from a non-adjacent figure, roll 1 additional defense die.
The Card
Spoiler Alert!
The miniature used is Reaper, Legendary Encounters Skeleton Archer:
There are about 100 between Auggies and alterreality, and most sites that stock Reaper carry at least 10. Ebay has about 30. Packs of 3 are also available at miniature sites that sell singles.
Thoughts- The wording on Standing Volley will probably have to be revised, but I think cost is about right here. Theme looks pretty good to me. Kudos to Typhon2222 and Sertorious for coming up with the original concept/theme, which I adapted from squad to Common Hero. Feedback on wording, and price will be needed.
Special Powers Charging Assault
This Skeletal Charger may add 3 to it’s Move number as long as it is unengaged prior to moving. This Skeletal Charger must be able to move adjacent to an opponent’s figure in order to use Charging Assault.
Bared Bones 2
When this Death Charger of Valkrill rolls defense dice against a normal attack from a non-adjacent figure, roll 2 additional defense dice.
Disengage
This Skeletal Charger is never attacked when leaving an engagement.
The miniature used is D&D Underdark #39, Skeletal Equiceph:
About 55-60 in online miniature sites, I'd say about the same number, maybe 10 less, on ebay. Cheap, goes for $2-$3.50
Thoughts- Points will definitely be the issue. I plan to create a sort of human dead-raiser for Valkrill, which would increase value, but considering strategies available, it might be fine at 40. Shocktroops, the best strategy may be to (using my customs) bond with DK's, charge, and using Shaitahn, move 'em back using disengage. Tricky, at best.
Gundabad Resilience
Start the game with 2 Resilience markers on this Army Card. At the start of each round, if there are less than 2 Resilience markers on this Army Card, you may place up to 2 Resilience markers on this Army Card. There may never be more than 2 Resilience markers on this Army Card. If a Gundabad War Troll you control would receive 1 or more wounds, you may remove a Resilience marker from this Army Card to ignore any wounds just received by that Gundabad War Troll.
Reach
If an opponent’s figure is within 2 spaces of a Gundabad War Troll, and its base is no more than 3 levels above that Gundabad War Troll’s height or 3 levels below that Gundabad War Troll’s base, that Gundabad War Troll may add 1 to its range when attacking that figure.
Battle Rage
If the Gundabad War Trolls destroy at least 2 figures this turn, you may take 1 additional turn with the Gundabad War Trolls. You may only use this power once per round.
The miniatures used are Confrontation: Age of Rag'narok Scorpions Dasyatis Evolution Unit Box:
Miniaturemarket has about 60 in stock for $7.00 a box, and ebay sellers list about a dozen for similar prices.
Thoughts- Not certain that these miniatures match the existing HeroScape idea of a troll, but they're awesome looking, and I think they'll make a great unit. Pricing will need to be figured out, as they're a high offensive output unit, with limited survivability. Note that unless both resilience markers are used up in a round, they can't be replenished the next round. I wonder if that should be changed...
Ghaul-Dur
Spoiler Alert!
NAME = GHAUL-DUR
GENERAL = VALKRILL
PLANET = TORIL/FEYLUND
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = SORCERER
PERSONALITY = CONTROLLING
SIZE/HEIGHT = MEDIUM/5
LIFE = 3
MOVE = 5
RANGE = 4
ATTACK = 2
DEFENSE = 3
POINTS = 120
NECROTIC COMMAND
Instead of taking a turn with Ghul-dur, you may take a turn with one of the following that you control:
1 Undead Unique Hero that follows Valkrill
or
2 Undead Uncommon Heroes that follow Valkrill
or
3 Undead Common Heroes that follow Valkrill
Any figure in the above list that is taking a turn instead of Ghaul-Dur must be within 8 clear sight spaces of Ghaul-Dur before moving.
AURA OF DECAY 13
After taking a turn with Ghaul-Dur, you must roll the 20-sided die once for each figure within 3 clear sight spaces of Ghaul-Dur. If you roll a 13 or higher, the figure receives 1 wound. Undead, Soulborgs, and Constructs are not affected by Aura of Decay 13.
UNDEAD SACRIFICE
Instead of attacking with Ghaul-Dur, you may destroy a figure you control that is adjacent to Ghaul-Dur, and remove all wound markers from this Army Card.
The miniature used is the D&D Deathknell #23, Renegade Warlock:
Cheap and abundant online. No availability problems here.
Thoughts- Valkrill's Undead Heroes are to be united by this figure. So far, all we've got for this to work with are C3V's Nicholas Esenwein, the Thralls, and my own Morindan Hounds, Skeletal Chargers, and Skeletal Archers. Take note that he cannot, in fact, command Undead Squads, disqualifying the Death Knights from his command and allowing for more hero-heavy builds. His powers as a commander are heavily mitigated by his low life and defense stats, which can be recouped by destroying one of your own figures (perilous in a hero-heavy build). Lastly, should one forgo the use of his command power, they can rely on his damaging aura to make up for his wimpy attack.
Sha' dar Logoth
Spoiler Alert!
NAME = SHA' DAR LOGOTH
GENERAL = VALKRILL
PLANET = VALHALLA
SPECIES = DEMON
UNIQUENESS = UNIQUE HERO
CLASS = DARKLORD
PERSONALITY = MERCILESS
SIZE/HEIGHT = LARGE/6
LIFE = 4
MOVE = 6
RANGE = 1
ATTACK = 4
DEFENSE = 6
POINTS = 160
WIND OF SHADOWS
All normal land spaces that are within 2 spaces of Sha’dar Logoth are considered to be shadow spaces.
AURA OF MADNESS
After taking a turn with Sha’dar Logoth, roll the 20-sided die once for each opponents figure within 3 clear sight spaces of Sha’dar Logoth. If you roll a 13 or higher, you may move that figure up to 4 spaces. Figures moved by Aura of Madness are never attacked when leaving an engagement, and must end their movement on the same level as when they started their movement. Figures with the Mindless personality are never affected by Aura of Madness.
STEALTH FLYING
When counting spaces for Sha’dar Logoth, ignore elevations. Sha’dar Logoth may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Sha’dar Logoth starts to fly, if he is engaged, he will not take any leaving engagement attacks.
The Card-
Spoiler Alert!
The miniature used is D&D Night Below #60, Shadow:
On the high end of miniature prices, typically going for $6.00-$10.00. I'd say there are about seventy sprinkled around online miniature stores and ebay. alterealitygames.com in particular is a good place, with 40 in stock, though at 9 bucks a pop. Alternatively, Auggies has 11 for $5.50
Thoughts- As a Darklord, Sha' dar Logoth bonds with the Wolves of Badru, possessing multiple abilities that make him valuable to them. Firstly, his Wind of Shadows special power gives them a defensive boost against ranged squads, which they hate, and secondly, his Aura of Madness coupled with Stealth Flying allow him to outstrip the Wolves on uneven terrain, then send the figures that he can't kill back towards the Hunters, allowing them to pounce or take height advantage easier. As a Demon, he also is aided by Morgoloth's Demon Leadership, further ingraining him into the Wolf/Demon army type. He does, however, have one major weakness. Aura of Madness is completely useless against the Firestorm.
Looking for feedback on pricing for this guy, theme, and anything else folks can think of.
Utgar
Spoiler Alert!
Kyrall
Spoiler Alert!
So, I've come up with a new concept that boosts a weak, weak faction in HeroScape- The Drow.
Special Powers Rally of the Underdark
If Kyrall inflicts at least one wound on an opponent's Unique Hero, all Common Drow figures you control within 5 clear sight spaces of Kyrall become Rallied for the rest of the round. Rallied figures add one to their Attack and Defense values. Anytime you roll the 20-sided die for a Rallied figure, you may add 1 to your die roll.
Hide in Darkness
If Kyrall is attacked with a normal attack and at least one skull is rolled, roll the 20-sided die. If Kyrall is on a dungeon space, add 3 to your die roll. If Kyrall is on a shadow space, add 6 to your die roll. If you roll a 1-15, roll defense dice normally. If you roll a 16 or higher, ignore all damage that would be inflicted by that attack.
The Card
Spoiler Alert!
The miniature used is D&D Archfiends #50, Drow Sergeant
Availability hovers from 50 to 70, depending on the time you check, and the price is between $6.00 and $10.00.
Thoughts- So with this concept, I seek to boost the common drow figures, mostly because I feel the Unique's are beyond my help . All common drow have a D20 based power, such as Poison weapons, Hide in Darkness, and Chain Grab. As HID id a terrain based power, mostly, I'm trying to improve the capability of the drow squad on all maps, not just dungeon maps. This will also make the Chainfighters more playable. Boost to the Attack/Defense values should aid the squads particularly, so by the time I'm done playtesting, an rallied drow army should be dangerous. I'm not aiming to make them tier 1, but possibly a B to B+ squad.
Lesser Fire Elemental
Spoiler Alert!
Description
Name- Lesser Fire Elemental
Follows- Utgar
Species- Elemental
Type- Common Hero
Class- Construct
Personality- Mindless
Size- Small
Height- 3
Special Powers Lava Resistant
A Lesser Fire Elemental never rolls for molten lava damage, and it does not have to stop on molten lava spaces.
Fireball Special Attack
Range 3, Attack 5.
Choose a figure to attack. If the figure is destroyed, immediately place the attacking Lesser Fire Elemental on the space the figure occupied. If the figure is not destroyed, destroy the attacking Lesser Fire Elemental. If you destroy a figure with Fireball Special Attack, you may attack again with Fireball Special Attack.
Negative Element
A Lesser Fire Elemental can never roll defense dice while it is on a water space.
The miniature used is D&D War of the Dragon Queen #54, Small Fire Elemental:
Availability is on the low side, with about 70 at online sites and ebay.
Thoughts: Going for a smaller and cheaper option for the firestorm build. I'm considering 2 changes to keep price down and appeal vs. the Fire Elemental up. The first is lowering the move to 6, and the second is lowering Fireball to 4 attack. Need feedback on this, and pricing.
Hessalian Mercenaries
Spoiler Alert!
Description
Name- Hessalian Mercenaries
Follows- Utgar
Species- Human
Type- Common Squad
Class- Mercenaries
Personality- Cruel
Size- Medium
Height- 5
Home-world- Earth
Special Powers Utgar Commander Bonding
Before taking a turn with Hessalian Mercenaries, you may take a turn with any Commander you control that follows Utgar.
Dispatch Enemy
When a figure is attacked by a Hessalian Mercenary, the defending figure rolls 1 fewer defense dice for each skull rolled by the attacking Hessalian Mercenary.
Shield Wall
When defending with a Hessalian Mercenary, add 1 defense die for each other adjacent Hessalian Mercenary up to a maximum of +2 dice for the Shield Wall power.
The Card
Spoiler Alert!
The miniatures used are D&D Harbinger #10, and Aberrations #08, both called Man-at-Arms:
Sorry for the crappy pics. Best I could find. They are very, very available. I would say the online quantity fluctuates between 120 and 150 of each miniature. Nice 'n cheap too.
The Bio
Spoiler Alert!
Well known for its history of conflict, the region of Germany known as Hesse in the Middle Ages had a habit of producing men of violence, soldiers for hire in particular. Willing to take on any task for those employing them, these well-trained brutes work best with a field commander to aid them against those they cannot defeat on their own, and those number few in most battles. Though their numbers may be few, they are a terror to face in combat, and their skills rival most heroes. Utgar, seeking a more efficient infantry soldier, valued the complete lack of conscience these men possess, in addition to their tightly controlled actions on the battlefield.
Thoughts- Meant to finally give Utgar a decent amount of humans in his forces, (honestly, all we get is a black knight and a ninja that relies on a D20 to stay alive), these boys can dish it out as well as take it with a base 3 defense and the Shield Wall power. See below for the three Commanders they'll be working with in Valhalla. I need feedback on pricing here, but I think everything else is fine. Getting Shield Wall to work in-game will be difficult, since their numbers are lower than those of the Romans. Dispatch Enemy ensures that they can take on most Squaddies in 'Scape consistently, but won't pack as much a punch against strong heroes.
Lord Rostung
Spoiler Alert!
Description
Name- Lord Rostung
Follows- Utgar
Species- Human
Type- Unique Hero
Class- Commander
Personality- Cruel
Size- Medium
Height- 5
Home-world- Earth
Special Powers Shield Pummel
If Lord Rostung attacks a small or medium figure he was not adjacent to at the start of this turn, the defending figure rolls 1 fewer defense dice.
Berserker Charge
After moving and before attacking, roll the 20-sided die. If you roll a 15 or higher, you may move Lord Rostung again.
The Card
Spoiler Alert!
The miniature used is D&D Against The Giants #24, Skullcleave Warrior:
Availability is good, with about 100 spread across various online sites and ebay. A tad pricey on some sites though, it normally goes for $4-$10.
The Bio
Spoiler Alert!
Of all the men that controlled small bits of land in Medieval Europe in the darkest times of the continent, Lord Rostung may have been the most vile. While most tyrants of the age were content to allow their servants to protect their land and slaughter their enemies, Rostung would emerge from his fortress to wage war on his enemies personally. Clad in armor that had been forged for his grandfather, a worse butcher than he, and wielding an axe stained many times by blood, Lord Rostung will charge madly into battle, challenge the greatest among the enemy, and brutally murder him, after stunning him senseless with his broad shield. Truly a man to be feared, Utgar will find great use in this tyrant among tyrants.
Thoughts- Meant to fill the role of beatstick in the Utgar Commander faction I've been developing, Rostung in my opinion, drips with theme. His name is sound, as Rostung is formed from the German words rote (red) and Rustung (armor). Fitting enough. Pricing seems alright to me, though certainly let me know if you think it should be changed. He'll likely fall to squad hordes, but heroes such as Kaemon Awa, Crixus, C3V's Van Nessing, and Human Champions will need to watch their backs.
Lord Verdrehen
Spoiler Alert!
Description
Name- Lord Verdrehen
Follows- Utgar
Species- Human
Type- Unique Hero
Class- Commander
Personality- Tricky
Size- Medium
Height- 5
Home-world- Earth
Special Powers Triple Attack
When Lord Verdrehen attacks, he may attack 2 additional times.
Defensive Agility
When Lord Vedrehen rolls defense dice against a normal attack from an adjacent figure, one shield will block all damage.
Engagement Strike 13
If an opponent’s small or medium figure moves adjacent to Lord Vedrehen, roll the 20-sided die. If you roll a 13 or higher, the opponent’s figure receives one wound. Figures may only be targeted as they move into an engagement with Lord Vedrehen.
The Card
Spoiler Alert!
The miniature used is D&D Angelfire #07, Spiker Champion:
About 115 strung out across online stores and ebay, and cheap, never really goes for more than $3, from what I've seen.
The Bio
Spoiler Alert!
Eccentric, quick, deadly. All describe Lord Verdrehen well enough. Though his holdings are small in the world of men, Verdrehen takes pride in his skills in battle. He does not fight often, but when he does take on an opponent, more often for sport than true fighting, death likely awaits whatever poor fool faces him. Wearing full, decorative (though light) body armor, complete with a face mask, Verdrehen relies on his speed, agility, and a continuous assault on those he fights to stay alive. Utgar was uncertain of his decision to summon Lord Verdrehen, given the little experience the man has in true battle, but soon lost all doubt once he pitted Verdrehen against several captured champions of Jandar.
Thoughts- A strange miniature, yes, but I do like it. Verdrehen is the German word for twist or rotate, appropriate given the way the miniature seems posed on tip-toes, ready to dodge a blow. Pricing could be tricky, he may be a bit overpowered. Theme seems alright to me, but if it seems too unorthodox, please speak up.
Lord Gerheim
Spoiler Alert!
Description
Name- Lord Gerheim
Follows- Utgar
Species- Human
Type- Unique Hero
Class- Commander
Personality- Merciless
Size- Medium
Height- 5
Home-world- Earth
Special Powers Mercenary Leadership
All Mercenaries you control may move 1 additional space.
Parry Strike
If an adjacent opponents figure attacks Lord Gerheim with a normal attack and does not inflict any wounds, immediately roll the 20-sided die. If you roll a 13 or higher, the attacking figure receives 1 wound.
Master Warrior Special Attack
Range 1. Attack 4.
If Lord Gerheim destroys a figure with Master Warrior Special Attack, you may move Lord Gerheim up to 3 spaces and attack one additional time with Master Warrior Special Attack.
The Card
Spoiler Alert!
The miniature used is D&D Lords of Madness #60, Zhent Soldier
Availability is pretty good, I'd say around 75 to be found at one time online. Cheap, goes from $2-$6.
The Bio
Spoiler Alert!
Vrooong! The sound of vibrating metal fills the air, amidst the shouts battle and cries of pain. The man, dressed in full armor and deep purple cloth, pushes his enemy's sword off his own, and ducking to the side, drives the blade into his enemy's stomach. Drawing it out, already moving away to meet the next man, Lord Gerheim dodges the incoming strike, stabs the man through the eye, and sprints a few paces to cut the throat of yet another pathetic opponent. On the battle goes, leading to the eventual, inevitable outcome of victory for Gerheim and those he leads. A cunning warrior, unafraid in the face of death, one might have thought Jandar would summon this champion among men. But it was Utgar that gained the services of Lord Gerheim, because when faced with an enemy, Gerheim deals with him in the same way the evil Valkyrie would. Quick, inglorious death. There is no mercy. No sparing of prisoners. Only victory.
Thoughts- The true commander of the Mercenary faction, Gerheim is derived from the German word Geheimnis, meaning secret. I liked the sound of it, and besides that, the miniature seemed to evoke a feel of dark, mysterious, black-hand combat. Lord Gerheim can do it all, last long enough to earn his points, comes complete with cheerleading, Special Attack, and a nice little way to dole out damage out of turn. The reason I went with Parry instead of Counterstrike was that I wanted something that departed from tradition, and besides that, counterstrike is for Samurai and big green friendly dragons. Pricing will be the issue here, as it usually is with powerful figures.
Murrnak
Spoiler Alert!
Description
Name- Murrnak
Follows- Utgar
Species- Orc
Type- Unique Hero
Class- King
Personality- Wild
Size- Medium
Height- 5
Home-world- Grut
Special Powers For The King
If Murrnak is attacked with a normal attack by an opponent’s figure and receives 1 or more wounds, you may destroy an Orc figure you control that is adjacent to Murrnak to ignore any wounds Murrnak just received.
Swarm Of The Orc
After revealing an order marker on this Army Card and instead of taking a turn with Murrnak, you may move 8 Orc figures you control that follow Utgar up to 5 spaces each. Any figures moved by Swarm Of The Orc must be within 6 clear sight spaces of Murrnak prior to moving. You may only use Swarm Of The Orc once per round. Murrnak may not be moved by his own Swarm Of The Orc.
Brutality
When Murrnak attacks and opponent's figure, subtract 1 from that figure's defense dice for every skull rolled by Murrnak this turn.
The miniature used, after much deliberation, is D&D Lords of Madness #36, Orc Archer:
Availability is good, with about 120 around various online stores and ebay. Cheap, most I've seen him for is $6.
Thoughts- A while back I asked the community for help determining the sculpt to be used for this concept. Responses were plentiful, and I almost went with something else, but I decided on this one because it seemed the most like a Grut Orc. He may not look like what you'd expect of a King, but really, why should he? Out on the front-lines, he shouldn't have to. His soldiers know him, and the enemy will fear him in due time. Need feedback on pricing, , as usual.
Adrenaline Leap
If Kar-Nu-Sa ends his movement unengaged, instead of attacking, you may place Kar-Nu-Sa on any empty space adjacent to an opponent's figure that is within 3 clear sight spaces of Kar-Nu-Sa. Roll the 20-sided die. Add one to your roll for each wound on this Army Card. If you roll a 14 or higher, the opponent's figure receives 1 wound.
Marro Hunter Enhancement
All Marro Hunters you control within 3 clear sight spaces of Kar-Nu-Sa add 1 to their attack and defense.
Pheromone Response
If there are at least 2 wound markers on this Army Card, all figures adjacent to Kar-Nu-Sa subtract 1 from their attack. Marro, Wulsinu, and Nagrubs are not affected by Pheromone Response.
The Card
Spoiler Alert!
The miniature used is D&D Night Below #48, Cerebrilith:
Online store stock is about 80, and ebay has more than 30. Goes for $2-$6.
The Bio
Spoiler Alert!
Samuel Brown surveyed the battlefield from his perch atop a rock cliff. Below, the men of the 4th Massachusetts Line reloaded their muskets, and fired a volley into the advancing Marro horde. Drudge fell backwards against more Drudge, and yet another volley of lead pounded the minions of evil.
Brown turned to his companion, a Sentinel kyrie. "Shall we signal the charge? Attach bayonets?" The kyrie nodded, and pulled a war horn from his belt. A short blast, and the men stooped to fix bayonets. In a minute, they had engaged the Marro, bringing down the last of the Drudge. Smoke wafted up around them. Brown grinned, but the smile fell from his face as a scream went up from the dark clouds below. The men of the 4th Massachusetts turned wildly, trying to see through the smoke. Suddenly, from a break in the clouds, came lines of Marro atop grey, leathery beasts. The 4th Massachusetts fought, ducking swinging tendrils of flesh and firing off shots. Some made it. Some fell, necks wrapped in Marro flesh.
"Tell them to fall back!" Sam yelled. The kyrie nodded again, and this time blew three bursts on the horn. The men quickly pulled away from the Marro, making for the switchbacks heading up the cliff. For a moment, it seemed they would make it, until another Marro, crawling on all fours, came out of the smoke. It crashed into the line of men, savagely ripping one to pieces while those mounted brought down yet more men. Brown stared in horror as his men, for some reason, did not fight back, but fell to their knees, seeming to accept death at the hands and jaws of the Marro as the aliens fought with renewed vigor. Brown began to load his musket, and heard the last man die.
His companion spoke. "Look!" Brown stared over the edge, watching as the large Marro paced back and forth at the cliff base. "He's not going to-" The kyrie's sentence was cut short as the creature hurled itself up the cliff face, 20, 30, 40 feet straight up. It caught him in the chest, and set into his throat with razor-sharp teeth. Brown backed away as it turned towards him. A wave of nausea rolled over him, the stench burrowing from his nostrils to his brain. He tried to raise his musket as the beast loped towards him, and blacked out.
Thoughts- Adding a new Warlord to the Marro melting pot. Hopefully, he can aid the Grok Riders where others have failed. By enhancing the Riders to the point that they become a heavy-hitting shocktroop unit as opposed to the lighter Marro Gnids, the Marro faction will come closer to completion. Not certain about his life, could bump it up to 7, or take it down to 5. Might be best to keep him where he is. Need feedback on pricing and theme here, since the usual Marro staple is telepathic power, not chemicals.
Marro Maggot Swarms
Spoiler Alert!
NAME = MARRO MAGGOT SWARM
GENERAL = UTGAR
PLANET = MARR
SPECIES = MARRO
UNIQUENESS = COMMON SQUAD
CLASS = LARVAE
PERSONALITY = MINDLESS
SIZE/HEIGHT = SMALL/2
LIFE = 1 (3 FIGURES)
MOVE = 6
RANGE = 1
ATTACK = 2
DEFENSE = 2
POINTS = 40
OVERWHELMING SWARM SPECIAL ATTACK
Range 1. Attack 1.
Instead of moving attacking normally with the Marro Maggot Swarms this turn, you may choose to use Overwhelming Swarm Special Attack. Up to 6 Marro Maggot Swarm figures you control may use Overwhelming Swarm Special Attack. Small and medium figures may never roll defense dice against Overwhelming Swarm Special Attack.
ROTTING STENCH 11
If an opponents figure that is engaged with a Marro Maggot Swarm you control targets a figure you control with a normal attack, roll the 20-sided die. If you roll an 11 or higher, no dice are rolled for this attack and no defense dice are rolled.
CLIMB X3
When moving up or down levels of terrain, Marro Maggot Swarms may triple their height.
The miniature used is the D&D Lords of Madness #40, Rot Grub Swarm:
I'd say the availability is around 200, and the miniature tends to go anywhere from $0.50 to $2.50. In short, cheap, and plentiful. (To anyone that had rice for dinner, my apologies for the picture).
Thoughts- I'll be honest, I don't like using the same miniature for common squads, but considering the relatively high availability, and the lack of defining features you'd expect on maggots, I'm okay with it this time around. I'm creating this in hopes of adding a new dynamic to the Marro Army. As a common squad, it can be produced by the Hive, and with a D20 power, it can be boosted by SBN. They're meant to work as a sort of anti-melee melee squad, a bit like the Warriors of Ashra, but more disgusting, and with a special attack that melee lockdown squads fear.
I'm at a total loss for how to price this one, though I'm hoping to keep them above thirty, if only to aid capitalize on the availability. The more expensive a squad is (points-wise) the less people will buy to hit the sweet spot, leaving more to be spread around for folks.
Vydar
Spoiler Alert!
Agent Corde
Spoiler Alert!
Newest concept (maybe I should start spacing these out), and my first attempt at a filler unit.
Special Powers Concentrated Fire
When Agent Corde attacks an opponents figure that is engaged with at least one other figure you control that follows Vydar, she may attack that figure 1 additional time.
Stealth Dodge
When Agent Corde rolls defense dice against an attacking figure who is not adjacent, one shield will block all damage.
The miniature used will likely be one of the Nakita Agents. How original of me . The one used will be, if you're looking at the card, the one on the right.
Paint scheme wise, I can't imagine much. The only reason I'm picking this one is that I couldn't find a good female Agent miniature outside of 'Scape. Let me know if you know of another one.
Thoughts-
This unit is meant to be a very cheap filler that is also ranged (wish me luck). With a terrible defense value and Stealth Dodge, luck is going to ride on her survival in a game. A small bump in attack if you can engage with another Vydar figure. What this unit has going for her is that she has a high threat range, with 6/7 move/range values. She has a decent amount of synergy within the Vydar ranged build, as she can get the ranged enhancement from Laglor, and be moved by Agent Skahen's Cover Fire. She also gives Otanashi a boost, being a Tricky figure.
Stone Elemental
Spoiler Alert!
Description
Name- Stone Elemental
Follow- Vydar
Species- Elemental
Type- Common Hero
Class- Construct
Personality- Resolute
Size- Medium
Height- ???
Homeworld- Toril
Special Powers Elemental Wall
When a Stone Elemental you control that is adjacent to at least one other Stone Elemental you control rolls defense dice, add one automatic shield to whatever is rolled. Figures may not move through a Stone Elemental adjacent to another Stone Elemental.
The Card
Spoiler Alert!
The miniature used is D&D War Drums #06 Elemental Wall.
This guy is pretty spread out as far as availability goes, but the quantity adds up to a bit more than 100 between the following sites:
Auggies- 16 for 2.49
beholderthebargains- 5 for 1.99
troll&toad- 16 for 3.49
ebay- 35 for approx. 3.00
MiniatureMarket- 15 for 2.00
coolstuffinc- 14 for 1.49
nobleknight- 4 for 3.50
roll4initiative- 2 for 2.04
total= 107
Meant to give a more defensive option to the elementals, these guys could theoretically be the ultimate screen. Therefor, a nice army could be:
Kurrock- 120
Stone Elemental x4- 140
Water Elemental x4- 140
Raelin 1.0- 80
Marcu Esenwein- 20
500 points, 11 hexes.
Not perfect, but definitely a start. Thoughts on this guy?
Special Powers Focused Shots
If a Warforged Scout did not move this turn, it may attack one additional time.
Warforged Resolve
When a Warforged Scout rolls defense dice against a normal or special attack, add 1 automatic shield to whatever is rolled.
The miniature used is D&D Dungeons of Dread #48, Warforged Infiltrator:
Thoughts: Gives Vydar a new way to fill up points, and could be interesting as clean-up or glyph-holders with Skahen. Need feedback on the pricing (what else is new?), as to whether or not his defense is too potent for the cost.
Special Powers Eliminate Target
At the beginning of each round, choose an opponent’s Unique Hero to be the Anund Assassin’s Target for the duration of the round. Anund Assassins roll one additional attack die when attacking their Target.
Tactical Observation
Whenever an opponent reveals an Order Marker on a figure adjacent to an Anund Assassin you control, you may immediately move 2 Anund Assassins you control up to 4 spaces each.
Phantom Walk
Anund Assassins may move through all figures and are never attacked when leaving an engagement.
The Card
Spoiler Alert!
The miniatures are the Griffins of Akkylannie Executioner Unit Box:
Check out MiniatureMarket and ebay for these guys. $8.00 for the squad.
Thoughts: The powers could use some editing, and pricing is iffy right now. Feedback appreciated, as always!
Special Powers Double Attack
When this Warforged Blademaster attacks, it may attack one additional time.
Warforged Resolve
When this Warforged Blademaster rolls defense dice against a normal or special attack, add one automatic shield to whatever is rolled.
Climb x3
When moving up or down levels of terrain, a Warforged Blademaster may triple it's height.
The miniature used is D&D War Drums #13, Warforged Scout: (Sorry for the bad image)
Quite available at most online sites, and the cost of the miniature usually stays below $4.00 each.
Thoughts: This figure is another addition to the Warforged faction I'm trying to continue from Classic 'Scape into Custom 'Scape. Later customs will help tie it all together, but for now, he's fine as is. Slightly worried about point cost and WF Resolve coupled with only 1 defense.
Special Powers Combat Leader
If at least one order marker is on Sentinel, you may add 3 to your initiative roll.
War-hammer Special Attack
Range 1, Attack 3.
Choose a figure to attack. Any figures adjacent to both Sentinel and the targeted figure are affected by War-hammer Special Attack. Roll attack dice once for all affected figures.
Warforged Resolve
When Sentinel rolls defense dice against a normal or special attack, add one automatic shield to whatever is rolled.
The Card
Spoiler Alert!
The miniature used is D&D War Drums #11, Warforged Bodyguard:
Nice availability for a unique hero, and decent pricing too. I checked this guy, he's actually a medium 5. .
Thoughts- I like this guy's balance and how he seems to fit together well right away (at least for me). Mostly I just need feedback on theme and maybe a bit on pricing.
Special Powers
Artillery Salvo Special Attack
Range 8. Lob 20. Attack 2.
Instead of attacking normally, an unengaged MABS Unit that did not move this turn may use Artillery Salvo Special Attack. No clear line of sight is needed. When a MABS Unit attacks with Artillery Salvo Special Attack, it may attack 2 additional times.
Tough
When rolling defense dice against a normal attack, MABS Units always add 1 automatic shield to whatever is rolled.
The figures used are AT-43 K-Warriors unit Box:
Usually running from $8-$10 dollars. MiniatureMarket has about 50 in stock between their store and ebay, so I'm not all that worried as far as availability goes.
The Bio
Spoiler Alert!
Advances in military technology has always been a primary goal in the Primadon civilization of Marr. Already, every soldier wears Kiridian alloy, hundreds of years ahead of the other species inhabiting the planet. Yet it is within the bunkers far below the planet's surface that the Primadons make their great strides in science. Far from the scouts in Marr's jungles above, a select few develop the very latest in tools of war. With the recent advancement into battle-suit technology, a new faction has entered the armies of the Primadons. Soldiers, trained to the point that personal identity is erased, have become the test pilots of the Mobile Artillery Battle Suit. Movement is difficult in the metal armor, but that isn't much of a problem. The far reaching fire of the cannons makes up for the bulkiness of the suits. Now the scouts will have cover from a safe distance as they retreat deeper into the wild from the Marro hordes...
Thoughts- Designed to be heavy hitters in the armies of Vydar, I think these guys will fill the role nicely. MABS stands for Mobile Artillery Battle Suit. Following up a bit on what C3V did with Zaeus, primarily because I think the Karman miniatures from AT-43 are a great way to expand the Primadon armies, which were left a bit untapped by the original designers. Just need feedback on pricing here, and I'm also considering raising the defense to 5, though that is likely overpowered.
Greymlos
Spoiler Alert!
Description
Name- Greymlos
Follows- Vydar
Species- Human
Type- Unique Hero
Class- Wizard
Personality- Tricky
Size- Medium
Height- 5
Home-world- Toril
Special Powers Force Wave Special Attack
Range 4. Attack 3.
Choose up to 4 small, medium, or large figures within 4 clear sight spaces of Greymlos to be affected by Force Wave Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. You may only use Force Wave Special Attack once per round.
Repulse 12
When a figure rolls defense dice and is not destroyed by a special attack from Greymlos, immediately roll the 20-sided die. If you roll a 12 or higher, you may Repulse the figure by placing it on any empty space that is both within 7 clear sight spaces of Greymlos and within 3 spaces of its current location. The space must be on the same level as or lower than its current location. A figure moved by Repulse never takes any leaving engagement attacks. A non-flying figure moved by lower by Repulse can receive any falling damage that may apply.
The miniature used is D&D Unhallowed #03, Cormyrean War Wizard:
About 100 online, goes for around $5.00. So pretty darn available.
Thoughts- This unit will be tricky to get pricing on, since his offensive powers don't activate very often, but can really help in clearing the area around a glyph, or back advancing melee off your range, or even take the pressure off Raelin. But, he's fragile, and requires significant investment for a figure of his capabilities outside his special powers. Pricing will be tricky, and the wording on Repulse 12 probably needs to be tweaked.
Dread-Wing Agents
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Description
Name- Dread-Wing Agents
Follow- Vydar
Species- Human
Type- Common Squad
Class- Agents
Personality- Tricky
Size- Medium
Height- 5
Home-world- Earth
Special Powers Engagement Strike 17
If an opponent’s small or medium figure moves adjacent to a Dread-Wing Agent you control, roll the 20-sided die. If you roll a 17 or higher, the oponent’s figure receives one wound. Figures may only be targeted as they move into an engagement with a Dread-Wing Agent you control.
Focused Fire Special Attack
Range 5. Attack 3.
Instead of moving and attacking normally with Dread-Wing Agents, up to 3 Dread-Wing Agents you control may use Focused Fire Special Attack. Opponent’s figures roll 1 less defense dice for each time it has been attacked with Focused Fire Special Attack this turn.
The miniatures used are Star Wars Knights of the Old Republic, Mandalorian Commando and Mandalorian Scout, and Legacy of the Force Mandalorian Trooper, which looks slightly different from his fellows, but works, in my opinion:
The miniatures are cheap, most expensive being $3, and about enough online to make 100-110 squads.
Thoughts- After I saw the Magna-Tech Agent concept in Scytales Custom Thread, here, I had a conduit for an idea that I came up with a while ago, but lacked the figures necessary (the powers/stats were originally designed to work with Russian soldiers, WWII/Cold War era). So instead, we got the Dread-Wing Agents. I'm most worried about price here, but we should be able to resolve it. They might be a bit over/under-powered, I really have no idea.
Last edited by Son of Arathorn; April 24th, 2023 at 04:41 PM.
Reason: title changed
Interesting concept and I like it. Personality wise, seeing as he is a sniper, I would make it precise. On the return fire ability is shouls say, ruin, evergreen tree, jungle piece or rock outcropping
I think that 90 points is definitely too low. This guy coudl get off a lot fo attacks. that cover and retaliate thing boosts him up quite a bit, and the shot mastery adds some too. I think his stats could bring his points down a bit more, maybe to about 110ish area. You might want to reduce the range though. 5 or 6 should work, but with the current range, his points would go up a bit more.
So, what I would suggest:
Spoiler Alert!
4 life
5 move
6 range
2 attack
2 defense (This makes him easier to hit, which would trigger the cover and retaliate ability more often, but still weaken him)
Abilities the same.
I would price him at about what you had, 90, or maybe 100, with those revisions.
Dawn of Darkness: Proofreading (~51% complete)...
First Novel Series: Development Underway. Worldbuilding Underway...
Second Novel Series: Pre-Development Underway.
Writer Notes: Issues: Undeveloped antagonists (fix via antagonist being external representation of Lie, also being present and personal, also being relatable, having strengths and flaws and common sense), Show vs. tell, lack of airtight detail (fix with extensive worlbuilding?). Investigate ability to show background, motivation, and personality through dialogue voice. (BYU-BS). Double-test amping tension - should have no problem with this.
I wanted to make this guy have more than 6 range (though I know 8 is unrealistic). So maybe 7, but down the defense. I want him to be fragile in melee combat, but be difficult to hit from range. Maybe I could up the successful roll for C&R to 13, making him easier to wound.
I really think Cover and Retaliate should be changed so that it inflicts wounds on the attacking figure or something. Out-of-turn attacks just cause too many problems. Maybe change it to this:
Cover and Retaliate
If ??? is adjacent to a Ruin, Evergreen Tree, Jungle Piece, Rock Outcrop, or Glacier Mountain, and receives one or more wounds from a non-adjacent attacking figure within 7 clear sight spaces of ???, roll the 20-sided die. If you roll a 1-13, nothing happens. If you roll a 14 or higher, the attacking figure receives 1 wound and ignore any wounds ??? just received.
If he's going to be a sniper, he definitely needs at least 7 range. If you don't want the attacking figure to automatically get a wound, how about something like this:
Cover and Retaliate
If ??? is adjacent to a Ruin, Evergreen Tree, Jungle Piece, Rock Outcrop, or Glacier Mountain, and receives one or more wounds from a non-adjacent attacking figure within 7 clear sight spaces of ???, roll the 20-sided die. If you roll a 1-12, nothing happens. If you roll a 13 or higher, ignore any wounds ??? just received and roll the 20-sided die again. If you roll a 14 or higher, the attacking figure receives 1 wound.
If you want him to be able to target any figure within range with the Retaliate, you could go with this:
Cover and Retaliate
If ??? is adjacent to a Ruin, Evergreen Tree, Jungle Piece, Rock Outcrop, or Glacier Mountain, and receives one or more wounds from a non-adjacent attacking figure, roll the 20-sided die. If you roll a 1-12, nothing happens. If you roll a 13 or higher, ignore any wounds ??? just received, choose a figure within 7 clear sight spaces of ???, and roll the 20-sided die again. If you roll a 15 or higher, the chosen figure receives 1 wound.
I'll put any cards I make for SoA here, sorted by general.
Utgar:
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Kyrall:
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Lord Verdrehen:
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Lord Rostung:
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Lord Gerheim:
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Hessalian Mercenaries:
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Valkrill:
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Lord Eschain:
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Kapallus:
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Shaitahn:
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Morindan Hound:
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Skeletal Archer:
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Gundabad War Trolls:
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Jandar:
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Halgrimm The Viking Champion:
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English Longbowmen:
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Ullar:
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Halgo:
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Korrunal Warriors:
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Einar:
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Moroin-Gol:
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Lucius Parthonus Cratuss:
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Rhamsean Guard:
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Aishiro:
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Vydar:
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Stone Elemental:
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Warforged Scout:
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Sentinel:
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Anund Assassins:
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Aquilla:
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Hymronn Farshot:
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Ragweb Spider:
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Laertan Oresun:
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Normal:
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Aquilla Flag:
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Saessill:
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Ereborn Mount:
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Last edited by awesomeunleashed; June 19th, 2012 at 10:14 PM.
Alright, here's an earlier version, incorporating some of the corrections above, of Cover and Retaliate. It might solve the problem of the attack vs. auto-wound.
If ??? is adjacent to a Ruin, Jungle Piece, Rock Outcrop, or Glacier Mountain, and receives one or more wounds from a non-adjacent attacking figure, roll the 20-sided die. If you roll a 1-?, nothing happens. If you roll a ?-?', ignore any wounds just receives. If you roll a ?'' or higher, ignore any wounds just receives, and inflict one wound on the attacking figure if it is within range of ???
P.S.- ?=number, ?'=number higher than ?, and ?''=number higher than ?'
Alright, here's an earlier version, incorporating some of the corrections above, of Cover and Retaliate. It might solve the problem of the attack vs. auto-wound.
If ??? is adjacent to a Ruin, Jungle Piece, Rock Outcrop, or Glacier Mountain, and receives one or more wounds from a non-adjacent attacking figure, roll the 20-sided die. If you roll a 1-?, nothing happens. If you roll a ?-?', ignore any wounds just receives. If you roll a ?'' or higher, ignore any wounds just receives, and inflict one wound on the attacking figure if it is within range of ???
P.S.- ?=number, ?'=number higher than ?, and ?''=number higher than ?'
Ooh, I like that better than what I had. Maybe this?
Special Powers- Cover and Retaliate
If ??? is adjacent to a Ruin, Evergreen Tree, Jungle Piece, Rock Outcrop, (Battlement? He is Small. ) or Glacier Mountain, and receives one or more wounds from a non-adjacent attacking figure, roll the 20-sided die. If you roll a 1-11, nothing happens. If you roll a 12-15, ignore any wounds just received. If you roll a 16 or higher, ignore any wounds just received, and inflict one wound on the attacking figure if it is within 7 clear sight spaces of ???.
Shot Mastery
If ??? did not move this turn, he may attack one additional time. If ??? attacks the same figure more than once in a single turn, roll one additional attack die for the second attack.
You really have to make the Retaliate requirement be 7 clear sight spaces instead of range, because the Mind Flayer Mastermind or any other figure with an attack that does not require line of sight could be shooting at you through a castle wall.
Y'know, it's funny, I'd just made the clear sight spaces edit in the hard copy on my computer before I came on the site. I'd also considered the Battlement, because of height. I'm most likely to go with the Dwarf Raider figure, #03 from the D&D set Angelfire. He has the crossbow, and is certainly small enough. His availability is a slight issue, because I want the customs I make to use readily available figures. Auggies only has 2 of these in stock right now, Miniature Market has 6 in stock, and BeholdertheBargains has ?I don't know, their server isn't responding. But Ebay has more than 150, very reasonably priced too. Right then, I think I'll keep the Battlement, but I don't want to go anywhere near the idea of applying C&R to Tower Pieces. It will complicate things too much. I'll take the finalized text, and go playtest. I'm going to code name the figure DR, just for the sake of sanity in the text.
Special Powers Cover and Retaliate
If DR is adjacent to a Ruin, Evergreen Tree, Glacier Mountain, Jungle Piece, Battlement, or Rock Outcrop, and receives one or more wounds from an attack from an opponents figure that is not adjacent, roll the 20-sided die. If you roll a 1-11, nothing happens. If you roll a 12-16, ignore any wounds DR just received. If you roll a 17 or higher, ignore any wounds DR just received, and you may immediately inflict a wound on the attacking figure if it is within 7 clear sight spaces of DR.
Shot Mastery
If DR did not move this turn, you may attack one additional time with . If DR attacks the same figure in one turn, roll one additional attack die for the second attack.
Good, except for one thing: If you roll a 17 or higher, you can't ignore any wounds! I'm going to make the card as soon as I get the chance, if that's fine with you.
Good, except for one thing: If you roll a 17 or higher, you can't ignore any wounds! I'm going to make the card as soon as I get the chance, if that's fine with you.
Fixed, and thank you very much. This will be using the Dwarf Raider mini, easy enough to find. A pic of the mini is linked in the OP.