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Custom Units & Army Cards Fan-created HS army cards for units, glyphs, and equipment |
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#1
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Cpt. Stupedendous Customs 9/5/21 SirGilbert Dragonslayer
Hello all, I'm fairly new here but have a couple ideas for custom cards bumping around in my head so I figured I'd share them and see what people thought. Any feedback is appreciated.
Last edited by Captain Stupendous; September 5th, 2021 at 10:33 AM. |
#2
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Re: Captain Stupdendous' Custom Units
![]() As far as the figure goes, I would love any comments regarding his point cost as to whether he is too expensive or inexpensive. Also, if there is any way to trim down the wording on his Cursed Attack Spirit without changing how it actually works, that would be great. As it is I may need to cut the Stealth Flying in favor of readability. This card is very much still a work in progress, hence the missing hit zones. It will just be a standard all red hit zone; no Varja craziness here =) Last edited by Captain Stupendous; October 8th, 2015 at 11:49 AM. |
#3
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Re: Captain Stupdendous' Custom Units
Thanks for sharing such a cool custom! It's always great to see a new creator putting their customs out here.
Ulrick While at first I was a little apprehensive to see Ulrick for Utgar instead of Einar, it fits perfectly for him being and undead ghost. I love the evil inversion theme on his Cursed Attack Spirit and almost everything seems to match up great. I especially like how he can possess your opponent's hero (at the expense of boosting their attack) but also be used in your own army to help out your heroes and give some order marker flexibility at that. He seems like a ton of fun to play! Points seem like a decent first stab although its hard to say for sure since it can be pretty dependent on the armies that you're facing. The only point against for me is that his move feels a bit low for a shade type monster. I'd expect it to be a bit higher, which could give you the added benefit of making the curse power only work on adjacent figures to tighten the theme and cut down on wording. It works as is in any case. Also to limit wording, you could reduce it (and use a little of the interaction) by forcing one option on a low roll and giving you the choice As far as wording is concerned, I'd try something like this (with my functional changes in bold that you could obviously change back to your original idea). I'd hate to see you give up stealth flying over space issues. Quote:
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#4
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Re: Captain Stupdendous' Custom Units
Thanks for the comments Ixe! I really like your idea to limit his possession to adjacent heroes and increase his movement stat. I somewhat arbitrarily made his stats the way they are to mirror Finn and Thorgrim since thematically and, to some extent, mechanically, I see him as a corrupted version of the Viking Champions. However, I wouldn't have a problem with boosting his movement or adjusting any other stat if it would help to balance him. I'm thinking I would probably boost his movement to seven; play testing will see if that works or not.
Also, thank you so much for providing help to tighten up the wording on his admittedly lengthy special ability. I had one question about your new wording, however. You write that "When revealing an Order Marker on Ulrick, after taking a turn with Ulrick, if Ulrick is on an Army Card, you may take temporary control of that Hero..." My concern is what would happen if Ulrick was on another figure's Army Card at the start of his own turn. With your wording, would you still be able to take temporary control of the possessed Hero since you technically haven't been able to first take a turn with Ulrick, since he was not in play when you revealed the Order Marker? This is a rules conundrum I was puzzling over when originally deciding upon the wording myself, and settled upon the current wording ("After taking a turn with Ulrick or revealing an Order Marker on this card, if Ulrick is on an Army Card...") so that you could still take a turn with the possessed Hero whether or not you had already taken a turn with Ulrick. However, I may well be wrong in assuming that you can't take a turn with a unit that is out of play. (I think the nearest thing to this scenario in canonical scape would be to ask if you could technically "take a turn" [even though you wouldn't be able to do anything] with the Airborne Elite by placing an order marker on their card before they have made The Drop, or whether you would skip their turn because they aren't in play yet). When I was designing the card I figured that you probably couldn't take a turn with a figure that wasn't defeated yet but for some reason wasn't currently in play, however, if someone with a greater knowledge of the deep magic of Heroscape rules intricacies could provide an argument to the contrary, I think your wording would be preferable. I also really like your suggestion to simplify the die roll choices after taking the possessed turn. It makes it quite a bit harder for him to stay "inside" the possessed target, which decreases his survivability quite a bit, but thats not necessarily a bad thing. I think that just from the point of view of mechanics alone I might like my original die roll results a little better, but if space requires me to choose between your revised version and cutting stealth flying I'd definitely adopt your wording to keep stealth flying. Right now, one concern I have about the figure is how his ability would play out if you have also drafted Migol or Zetacron. I fear that the smart thing to do if playing with either of those two characters would be to just put your first Order Marker on Ulrick, possess Zetacron, then don't place any more order markers on Ulrick until Zetacron is dead. While I don't think this strategy is necessarily "broken", I am worried that it would be clearly better than using Ulrick offensively to possess your opponent's figures, which I see as his most interesting use. One obvious fix would be to restrict Ulrick to being able to possess only your opponent's figures. However, I also really liked the possibilities arising from possessing your own heroes. I especially loved the thematic implications of possessing your own Finn or Thorgrim and then charging your possessed Viking champion into the middle of your opponent's army. When he dies not only would you get Finn or Thorgrim's attack spirit, but Ulrick would then be in perfect position to wreak havoc in your enemy's start zone by possessing their unique heroes. Any thoughts on this? Again, thank you for your kind comments; I'm glad you liked him! |
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Re: Captain Stupdendous' Custom Units
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Re: Captain Stupdendous' Custom Units
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#7
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Re: Captain Stupdendous' Custom Units
Here's a new squad, when I have time later I might post something explaining some of my thoughts behind their design; in the meantime any comments are appreciated!
Zettian Swarmers Miniatures: Clone Wars Risk super battledroids Soulborg Common Squad Drones Loyal Life 1 (6 figures) Move 5 Range 1 Attack 1 Defense 2 Small 3 Utgar Soulborg Bonding Before taking a turn with Zettian Swarmers, you may take a turn with any Soulborg Hero you control who follows Utgar. Cluster Up to three Zettian Swarmers may occupy the same space. Zettian Swarmers in the same space are considered to be adjacent to each other for all purposes. If a Zettian Swarmer is chosen as the target for a special power and it is destroyed, all Zettian Swarmers in the same space are destroyed also. Emergency Power Boost When a friendly Soulborg Hero who follows Utgar is attacked and at least one skull is rolled, before defense dice are rolled you may destroy up to three Zettian Swarmers you control who are adjacent to that Hero. Add one automatic shield to that Hero’s defense roll for each Zettian Swarmer destroyed in this way. Climb x2 ![]() At this point I'm thinking they might be worth around 60 points; they're kinda comparable to the Nagrubs, but I could be way off. Last edited by Captain Stupendous; September 1st, 2022 at 10:00 AM. |
#8
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Re: Captain Stupdendous' Customs 6/22/15: Zettian Swarmers)
Zettian Swarmers
This is a pretty original bunch. I was about to say that 60 points sounded way to high given their abysmal stats but then I realized that there are 6 of them to a squad (for 10 points a figure). They still won't do much offensively but aren't really meant to. The soulborg heroes are the true fire power of their operation. Cluster is another unprecedented power that can at once cut down on some start zone space limitations (although many will still limit figure count) and set up a sturdy screen to protect your walkers. I really like the dynamic of Emergency power boost and trying to decide how many to burn to keep your walker safe. I can see some real feel-bad moments when you greedily rely on 9 defense to save you from 1 skull and find the infamous walker roll instead. These guys are have some unique aspects to them that make them a little tricky to judge but I suspect they'll do a good job of showcasing and protecting the walkers in any case. |
#9
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Re: Captain Stupdendous' Customs 6/22/15: Zettian Swarmers)
Here's a couple new primadon squads, using more of the excellent at-43 miniatures.
Gorillitillery Primadon Common Squad (2 figures) Artillerists Resolute Life 1 Move 5 Range 1 Attack 3 Defense 4 Heavy Artillery Special Attack Range 8, Attack 3 A Gorillitillery may not use this special attack if it moved this turn. A Gorillitillery may use this special attack 2 times in the same turn. The Gorillitillery may target the same figure or a different figure with each attack. Supporting Fire After an opponent’s figure receives one or more wounds from Artillery Support Special Attack, you may move one agent or primadon figure you control up to three spaces. You may not move a Gorillitillery with this special power. 130 points? [IMG] ![]() Gorilliterminators Primadon Common Squad (2 figures) Troopers Disciplined Life 1 Move 5 Range 5 Attack 4 Defense 2 Tough Overheating Weapons After attacking with a normal attack, if a Gorilliterminator rolled at least two unblocked skulls, immediately end your turn and remove all order markers from the Gorilliterminators’ card. 110 points? ![]() Any thoughts or comments are appreciated! |
#10
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Re: Captain Stupdendous' Customs Updated 3/23/16 Gorillitill
I know this is a four-years necro, but can I just say the name "Gorillitillery" is just wonderful.
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#11
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Re: Captain Stupdendous' Customs Updated 3/23/16 Gorillitill
It is nice to see some primadon customs on this thread.
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#12
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Re: Captain Stupdendous' Customs Updated 3/23/16 Gorillitill
Hahaha, thanks Pumpkin King! I love the primadons and Gorrillitillery is just such a fun word to say!
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