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Old January 31st, 2018, 10:42 PM
Heroscaper 101 Heroscaper 101 is offline
 
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Index of Abilities : Special Attacks

Special Attacks
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Arc Lighting Special Attack
Range 4+ Special. Attack 4.
Choose a figure to attack. You may also choose a second figure within 3 clear sight spaces of the targeted figure and a third figure within 2 clear sight spaces of the second figure to be affected by Arc Lighting Special Attack. Roll attack dice once for all figures. Each figure rolls defense dice separately. Arc Lighting Special Attack does not affect destructible objects.
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Antipersonnel Rounds Special Attack
Range 4. Attack 2.
Choose a figure to attack. When Deathcommander Mark 2 attacks with his Antipersonnel Rounds Special Attack, each skull against organic lifeforms count for an additional hit. Deathcommander Mark 2ís Antipersonnel Rounds Special Attack does not affect Soulborgs, Undead or Destructible Objects.
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Arcane Lariat Special Attack
Range 2. Attack 4.
Arcane Lariat Special Attack affects all figures within 2 clear sight spaces of Draenor. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Arcane Lariat Special Attack does not affect Draenor.
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Berserk Beam Special Attack
Range 8. Attack 4.
Doomlock starts the game with 3 green Berserk Markers on its Army Card. If an opponent's Unique Hero receives at least 1 wound from Doomlock Berserk Beam Special Attack, you may place a Berserk Marker on that figure's Army Card.. Figures afflicted by berserk can only use normal attacks.
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Crippling Stare Beam Special Attack
Range 8. Attack 2.
Small and medium figures may not any roll defense dice when attacked by Crippling Stare Beam Special Attack. Large and Huge figures may only roll one defense dice when attacked by Crippling Stare Beam Special Attack. Any figure that took damage from this Crippling Stare Beam Special Attack and remove order markers on the chosen figure's army card equal to the damage taken.(all defensive abilities are ineffective against this Special Attack)
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Dragon Buster Special Attack
Range 1. Attack 4.
When rolling attack dice, if Scylla rolls a skull on every die, the defending figure can not roll defense dice. Dragon Buster Special Attack only affects dragons. Every skull with Dragon Buster Special Attack counts as an additional hit.
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Dragon Piercer Special Attack
Range 8. Attack Special.
A Zetron Cultist rolls 4 attack dice when attacking a Dragon. This Special Attack works only if none of the Zetron Cultists moved at the start of their turn.
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Eagle Claw Special Attack
Range 1. Attack 3.
Before attacking with Zhen Yuan*, you may choose an opponent's adjacent figure to attack with Eagle Claw Special. If the chosen figure receives one or more wounds from Zhen Yuan* but is not destroyed, Zhen Yuan* may attack the chosen figure one additional time. For the second attack, the chosen figure subtracts 1 from its defense dice for each wound received on the first attack. You may not use Crane Stance if you chose a figure for Eagle Claw Special Attack this turn.
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Enhanced Magnum Special Attack
Range 3. Attack 3.
When Dead-eye Revolver attacks with his Enhanced Magnum Special Attack, subtract 1 from the defending figure's Defense Value if Dead-Eye Revolver is 2 spaces away and subtract 2 from the defending figure's Defense Value if Dead-Eye Revolver is adjacent.
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Flame Beam Special Attack
Range 4. Attack 4.
Instead of moving normally, you may choose an opponent's figure within 4 clear sight spaces of Otar Knight and perform a horizontal beam against the figure also any figure in 2 spaces of the primary target. Roll 4 attack dice once for all affected figures. Affected figures roll defense dice separately.
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Fledgling Toxic Breath Special Attack
Range 5 Attack 3
Hero figures are afflicted with poison when attacked by Fledgling Toxic Breath Special Attack.
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Frosty Beam Special Attack
Range 4. Attack Special.
This Special Attack is a channeling Special Attack. If you are 4 spaces away from the defending figure than you can roll only 1 attack, you can roll an additional attack the closer you are. The defending figure can roll defense dice only once. Blizzard and the defending figure cannot take any actions while Frosty Beam Special Attack is channeling. Once the defending figure rolls defense dice, the dice that show shields stay. After each turn the shields will dissipate, when all shields are gone than that figure starts taking damage a maximum of +3 turns.
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Gatling Laser Special Attack
Range 7. Attack 1, 2 or 3
Deathwalker X starts each turn with 12 attack dice. Choose any figure within range and attack by rolling 1, 2 or 3 attack dice. Deathwalker X may keep making special attacks with 1, 2 or 3 attack dice until he has rolled all 12 attack dice. Deathwalker X may target the same or different figures with each attack.
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Geyser Slam Special Attack
Range 2. Attack 4.
Any figures adjacent to this Ancient Water Elemental are affected by Geyser Slam Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense separately. The figures that were hit by Geyser Slam Special Attack will be drenched after roll defense.
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Gravity Grenade Special Attack
Range 5. Lob 12.
Use this power once per game.
Start the game with a grenade marker on this card. Remove the grenade marker to throw grenades. After the grenade is thrown roll the 20-sided die.
Quote:
  • If you roll a 12 or higher, you can pull figures adjacent that are 4 spaces away from the figure that was targeted by the grenade.
Quote:
Grenade Special Attack
Range 5. Lob 12. Attack 2.
Choose a figure to attack. No clear line of sight is needed. Any figures adjacent to the chosen figure are also affected by Grenade Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately.
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Goblin Onslaught Special Attack
Range 1. Attack 8.
Four Ravagers of Dreth on the same level may combine their attacks and roll their attack dice as one attack. All Ravagers of Dreth in the attack must be engaged to the targeted figure.
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Gun Kata Special Attack
Range 3. Attack 3.
When Agent K attacks with his Gun Kata Special Attack, he may attack 4 additional times. He cannot attack the same figure more than once.
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Hatchet Throw Special Attack
Range 4 Attack 4
When Krell attacks with his Hatchet Throw Special Attack, he may attack one additional time.
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Homing Missile Special Attack
Range 8. Attack 1, 2, or 3.
Major Z9 starts each turn with 9 attack dice. Choose any figure within range and attack by rolling 1, 2, or 3 attack dice. Major Z9 may keep making special attacks 1, 2, or 3 attack dice until he has rolled all 9 attack dice. Major Z9 may target the same or different figure with each attack. Any figure adjacent to the main target takes explosive damage in the form of 1 wound, this only happens if the targeted figure took damage.
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Ice Blast Special Attack
Range 2. Attack Special.
Ice Blast Special Attack affects all figures within 2 clear sight spaces of Titan. Roll one attack die for each Growing Freeze Marker on this Army Card. Roll attack dice once for all affected figures. Each figure rolls defense dice seperately. Figures affected by this Special Attack, they roll 2 fewer defense dice. After attacking with Ice Blast Special Attack, remove all Growing Freeze Markers from this Army card.
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Knightfall Special Attack
Range 10. Attack 4.
Instead of moving Sir Benzial normally, you may choose any opponent's figure on the same level and within 10 spaces of Sir Benzial. Place Sir Benzial on the chosen space if the figure was destroyed, if not place Sir Benzial adjacent to the figure. When Sir Benzial starts Knightfall, if he is engaged he will not take any leaving engagement attacks.
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Kunai Barrage Special Attack
Range 1. Attack 1, 2 or 3
Kantono Hiryu starts each turn with 9 attack dice. Choose any adjacent figure and attack by rolling 1, 2 or 3 attack dice. Kantono Hiryu may keep making special attacks with 1, 2 or 3 attack dice until he has rolled all 9 attack dice. Kantono Hiryu may target the same or different figures with each attack.
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Lethal Strike Special Attack
Range 1. Attack 2.
Small and medium figures may not roll defense dice when attacked by Lethal Strike Special Attack. If Xeph Soulknife rolls a skull on every die, you deal one unblockable wound.
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Lightning Shard Breath Special Attack
Range 5. Attack 4.
When Bahamut attacks with his Lighting Shard Breath Special Attack, he may attack 2 additional times. He cannot attack the same figure more than once. Figures that survive the special attack will be afflicted with paralysis and the affected figure cannot roll any defense on the next attack.
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Machine Laser Special Attack
Range 7. Attack 3.
Deathwalker Prime may use this special attack 4 times in the same turn. Deathwalker Prime may target the same figure or a different figure with each attack.
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Majestic Fire Line Special Attack
Range Special. Attack 4.
Choose 8 spaces in a straight line from Seath. All figures on those spaces who are in line of sight are affected by Seath's Majestic Fire Line Special Attack. Squad figures roll 2 less defense dice against Majestic Fires Line Special Attack. Roll 4 attack dice once for all affected figures. Affected figures roll defense dice separately.
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Majestic Crystal Shard Breath Special Attack
Range 5. Attack 3.
When Zephyr attacks with his Majestic Crystal Shard Breath Special Attack, he may attack 2 additional times. He cannot attack the same figure more than once. Common figures roll 2 less defense dice against Majestic Crystal Shard Breath Special Attack.
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Napalm Special Attack
Range 4. Attack 5.
Deathwalker Prime may use this special attack 2 times in the same turn. Deathwalker Prime may target the same figure or a different figure with each attack.
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Phantom Strike Special Attack
Range 1. Attack 6.
When Isamu* attacks with his Phantom Strike Special Attack, he may attack one additional time if the defending figure has the Ghost Walk, Phantom Walk or Stealth Flying ability.
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Poison Arrow Special Attack
Range 12. Attack 1.
You may target a hero figure with this special power for some extra damage. If you cause a wound, you may inflict poison. Every poisoned figure rolls 2 less shields against non-adjacent attacks and 1 less shield against adjacent attacks. The only cure for this poison is water.
Quote:
Rock Sweep Special Attack
Range 1 Attack 6.
Choose a figure to attack. Any figures adjacent to both Ironbark Protector and the chosen figure are also affected by Rock Sweep Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately.
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Rotted Swipe Special Attack
Range 1. Attack 4.
If Dread Wood inflicts at least 1 wound with Rotted Swipe Special Attack, roll the 20-sided die for Rotting Damage. If you roll 1-14, the defending figure receives no additional wounds for Rotting Damage. If you roll 15-19, add 1 additional wound marker to the defending figure's Army Card, and roll again for Rotting Damage. If you roll a 20, destroy the defending figure.
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Shock Nova Special Attack
Range Special. Attack 0.
Shock Nova Special Attack affects all figures and Electrician does not need clear line of sight to attack with Shock Nova Special Attack. Range is increased by 1 for every Shock Therapy Marker. Shock Nova Special Attack does not affect Electrician. and the opponent's figure hit by Shock Nova Special Attack are afflicted with paralysis and those figures cannot roll shields against the next attack on them. After attacking with Shock Therapy Special Attack, remove all Shock Therapy Markers from this Army card.
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Spear of the Hunt Special Attack
Range 6. Attack 2
Beast and Predator figures may only roll one defense die when attacked by Spear of the Hunt Special Attack. Small and medium figures are automatically knockback 3 spaces when attacked by Spear of the Hunt Special Attack.
Quote:
Teleportation Shuriken Special Attack
Range 9. Attack Special.
If Shen is attacking a small or medium figure, roll 4 attack dice for Teleportation Shuriken Special Attack. If Shen is attacking a figure of a different size or a destructible object, roll 3 attack dice for Teleportation Shuriken Special Attack. If Shen manages to wound the figure, you may place Shen next to that figure.
Quote:
Toxic Breath Special Attack
Range 5 Attack 2
Choose a figure to attack. Any figures adjacent to the targeted figure are also affected by Toxic Breath Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Kharos cannot be affected by his own Toxic Breath Special Attack. Figures that are afflicted by poison will take double damage.
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Valkrill Heat Seeking Rifle Special Attack
Range 10. Attack 1.
Choose a small or medium figure to attack. The chosen figure cannot roll defense dice when attacked by Vulcan 402's Valkrill Heat Seeking Rifle Special Attack. Vulcan 402 may not use this special attack if he moved this turn. Vulcan 402 does not need clear line of sight to attack with Valkrill Heat Seeking Rifle Special Attack.
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Venomous Fangs Special Attack
Range 1. Attack 1, 2 or 3
Kremvh starts each turn with 12 attack dice. Choose any figure within range and attack by rolling 1, 2 or 3 attack dice. Kremvh may keep making special attacks with 1, 2 or 3 attack dice until he has rolled all 9 attack dice. Kremvh may target the same or different figures with each attack. If Kremvh rolls a skull on every die during Venomous Fangs Special attack, the defending figure can not roll defense dice.
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Vydar Sniper Rifle Special Attack
Range 10. Attack 2.
Choose a small or medium figure to attack. The chosen figure cannot roll defense dice when attacked by Serena's Vydar Sniper Rifle Special Attack. Serena may not use this special attack if she moved this turn.

Last edited by Heroscaper 101; March 27th, 2019 at 07:05 PM.
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  #2  
Old February 1st, 2018, 02:11 PM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: Index of Abilities : Offense

Offense : Abilities that affect attack dice
Quote:
Abominable
When you have all 4 Growing Freeze markers, add 2 to move & attack and add 2 auto-shields to whatever was rolled.
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Acid Cloud
If a Warmonger of Morgoloth is attacking an adjacent figure, add 2 dice to Warmonger of Morgoloth's attack.
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Aerial Charge
Sir Veilron receives 2 additional dice when attacking any figure that was at least 6 hexes away at the start of his turn.
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Aspect of the Tiger
After attacking an opponent's Common figure with Dorian's normal attack, roll 1 attack die for fire damage each wound inflicted in that attack. For each additional skull rolled, place 1 additional wound Marker on the defending figure's Army Card.
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Atk Up/Move Up
If Fendrill begins its turn unengaged, add 2 to its Move value this turn and add 1 to its Attack value this turn.
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Bane of the Wicked
When you attack with Nemesis, add 1 die to your attack for every wound marker on Nemesis's Army Card. You may remove wound markers for every wound damage you dealt with Nemesis.
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Barbarian Rage
If the Barbarian King attacks, he receives one extra attack die for each wound marker he has.
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Battle Club
If Thraine is attacking a small or medium figure, add 2 dice to Thraine's attack.
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Battle Rage
If Berserkers of Darkscream begin their turn engaged, add 2 to their Attack value this turn.
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Battle Spear
If Onyx is attacking a small or medium figure, add 2 dice to Onyx's attack.
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Berserker's Blades
When attacker with Scale-bound Berserker, you may add 1 attack die if you have lower defense, for a maximum of +4 attack dice for Berserker's Blades.
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Bigger Than You
If any Grimm Gruts is attacking a small figure, add 2 dice to that Grimm Grut's attack.
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Blade Fury
When attacking, if your second Knight of the Black Flame attacks the same figure as the first Knight of the Black Flame, add one attack die to the second Knight of the Black Flame's attack.
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Bloodied Assault
If you attack with Horned Skull Butcher, he receives one extra attack die for each wound marker he has.
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Blood Rage
Add 1 to the Legendary Feral Troll's* Move and Attack values for each wound marker he has, for a maximum of +3.
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Bull Strength
If Otar Knight is attacking a small or medium figure, add 2 dice to Otar Knight's attack.
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Captain of the Guard
All friendly Guards with a range of 1 and are adjacent to Gilliam receive an additional attack die.
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Crane Stance
When rolling attack dice for a special attack, Zhen Yuan* always adds 1 automatic skull to whatever is rolled.
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Crimson Spear
When attacking a figure who follows Ullar, Ragnarok rolls 2 additional attack dice.
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Combat Knife Specialist
When rolling attack dice for a normal attack, Serena always adds 1 automatic skull to whatever is rolled.
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Crystal Spear
When a Crystalline Golem attacks a small, medium figure add 2 die to the attack
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Cyclops Power
All Cyclops you control within 4 clear sight spaces of Onyx add 1 to their Attack dice. Onyx's Cyclops Power does not affect Onyx.
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Dark Vision
If a Drow Archer is on a shadow space, add 3 dice to attack and increase range by 2.
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Demolition Expert
When rolling attack dice, if Stein rolls a skull on every die, all skulls rolled count for one additional hit.
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Doom Frenzy
When attacking with Doomstone, he receives 3 additional attack die if there are no wounds on the defending figure's Army Card, only hero figures can be affected by Doom Frenzy.
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Dragon Empowerment
Add 2 extra attack dice for any dragon special attack that is 4 or more. You may add 1 to a 20-sided die roll, this is for dragons that use the d20 for their special. This is for any dragon you control.
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Evil Rot
When Dread Wood attacks add 1 die to your attack, for every tree in 3 clear sight spaces. When Dread Wood is at full health add 4 dice to your defense. You can attack additional times for every wound marker taken off of Dread Wood's Army Card.
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Fists of Steel
When Rama-ska attacks, all skulls rolled count for one additional hit.
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Flame Attack
When attacking any adjacent figure with any Flame Golem, add 2 die to your attack roll.
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Furious Attack
If Kharg attacks, he receives 1 additional attack for each Wound Marker on the defending figure's Army Card, for a maximum of 3 additional attacks for Furious Attack. Add 3 attack die for each additional attack.
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Furious Power Fist
You may roll 1 additional attack die and attack any adjacent figure until you roll 5 attack dice.
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Gladiators live to Fight
When attacking, if your second Zetron Gladiator attacks the same figure as the first Zetron Gladiator, add one attack die to the second Zetron Gladiator's attack.
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Goblin Battle Cry
You may add 2 die to your attack roll for any goblin or hobgoblin army card that you control. The Raven Skull Veteran cannot be affected by this special power.
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Holy Smite
If Sir Roderick is attacking any undead figure, add 2 dice to Sir Roderick's attack.
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Ice Mastery
While a Ice Elemental is on a snow or ice space, add 1 to its Attack and Defense.
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Iron Skull Fury
At the start of the game, choose a Tyrant you control to bond with. While that Tyrant is in play, Iron Skull Brutes roll one additional attack die for each wound marker on the chosen hero. There can be only one Bonded Tyrant for all the Iron Skull Brutes you control. Iron Skull Brutes cannot attack their Bonded Tyrant.
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Joust
Sir Benzial receives 2 additional dice when attacking any figure that was at least 4 hexes away at the start of his turn, when using this ability, you may add knockback equal to the amount of skulls.
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Last Stand
After moving any Fafnir Samurai and no dwarven figures are adjacent, you may add 3 die to you attack. Before taking a turn with a Fafnir Samurai and there is any dwarf figure adjacent to Fafnir Samurai destroy the dwarf figure to heal a wound. When destroying any dwarven hero figure, take all wound markers off the Fafnir Samurai Army Card.
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Knight's Resolve
You may add 2 die to defense for any knight you control. When Sir Kaiser attacks any huge figure add 2 die to your attack.
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Mug / Steal
When attacking any figure with a treasure glyph on their card, add 1 additional die for each additional glyph. If the attack was defended, you do manage to steal their treasure glyph or glyphs.
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Ogre and Sand
When starting a turn on sand you will get 3 additional movement. If you attack any figure that is on a sand tile, add 3 to your attack roll.
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Omnicron Prime Targeting
When attacking, if your second attack is the same figure, add one attack die to Omnicron Prime's attack.
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Orc Fury
At the start of the game, choose a Beast you control to bond with. While that beast is in play, Heavy Bow Gruts roll one additional attack die for each wound marker on the chosen hero. There can be only one Bonded Beast for all the Heavy Bow Gruts you control. Heavy Bow Gruts cannot attack their Bonded Beast.
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Outlaw Attack Enhancement
All friendly Outlaws adjacent to Quint, the Shadow Leader receive an additional attack die.
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Pharaoh's Wrath
When a Krypt Mummy attacks a Hero figure, add 2 to its attack value.
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Plasma Infused Weapons
If none of the Marro Troopers move this turn, add 2 dice to their attack.
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Pyromaniac
Add 1 to the attack value of any fire attack.
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Righteous Charge
When Sir Kaiser attacks against a opponent's figure that follows Utgar or Valkrill and they were 6 clear sight spaces of Sir Kaiser, you may add 2 die to your attack.
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Righteous Reach
If an opponent's figure is within 2 spaces of Sir Kaiser, and its base is no more than 3 levels above of Sir Kaiser's height or 3 levels below of Sir Kaiser's base, that Sir Kaiser may add 1 to its Range when attacking that figure. If you use this special power against a opponent's figure that follows Utgar or Valkrill, add 2 die to your attack.
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Rage of the Goblins
You may add 1 die to your attack for every additional goblin or hobgoblin army card you control. The Raven Skull Officer cannot be affected by this special power.
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Sacred Dagger
Each time Kantono Daishi* attacks a Hero with a normal attack or a leaving engagement attack and inflicts at least 1 wound, roll the 20-sided die. If you roll a 1-11, nothing happens. If you roll a 12 or higher, add 1 additional wound to the defending figure.
Quote:
Sahuagin Attack Enhancement
All friendly Sahuagin adjacent to Sahuagin Berserker receive an additional attack die.
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Scent of Blood
You mad add 1 die to your attack for every wound marker on the opponent's army card.
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Serrated Combat Knife
When attacking with Serena, she receives 1 additional attack die for each Wound Marker on the defending figure's Army Card, for a maximum of 3 additional attack dice for Serrated Combat Knife.
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Smaller than You
If attacking any medium, large or huge figure, add 3 dice to your attack. When being attacked by any medium, large or huge figure, add 2 dice to your defense. When moving up or down levels of terrain, Goblin King may add 4 to his height.
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Spell Mastery
When Haduc*, or Wizard you control adjacent to Haduc*, rolls attack dice for a Special Attack, add one automatic skull to whatever is rolled, if there is at least one unrevealed marker Haduc's* Army Card.
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Titan's Fury
If this Ancient Earth Elemental begins its turn unengaged, add 3 to its Move value this turn. If it begins its turn engaged, add 3 to its Attack value this turn.
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Toxic Cloud
When a Krypt Mummy attacks a Squad figure, add 1 to its attack value.
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Toxic Ambush
If Ancient Air Elemental starts his turn unengaged and swamp water space, for this turn add poison to the Ancient Air Elemental's Normal Attack and 3 to his Attack value.
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Traitorous Cyclops
When you attack a large or huge figure that follows Utgar or Valkrill, add 3 die to your attack.
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Two Handed
When attacking any large or huge figure, add 2 dice to your attack.
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Unholy Wrath
Add 1 to Death Knight' attack dice for every Undead Knight you control within 4 clear sight spaces of Death Knight up to a maximum of +5 dice.
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Wounded Blaze
When Malphas attacks, he receives one extra attack die for each wound marker he has.
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Wounded Fist
When Zhao Xian attacks, he receives one extra attack die for each wound marker he has.

Last edited by Heroscaper 101; March 27th, 2019 at 07:04 PM.
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  #3  
Old February 2nd, 2018, 07:04 AM
Sir Yeshua's Avatar
Sir Yeshua Sir Yeshua is offline
 
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Re: Idea for Custom Units

Okay, I'll bite, but you've already done a bunch of the heavy lifting lol I'm just gonna quote what you put in the index thread over here:
Quote:
Hope you like the idea for a new custom unit that can with a carry ability. The idea for this figure comes with a transport that is not only limited to small, or medium figure size. The unit comes with a big red sleigh. This unit is named, "Santa" and he checked his list twice. His first ability call, "Santa Blessing" roll the 20-sided die to call the transport:

If you roll a 1-5, nothing happens

If you roll a 6-12, you can transport 2 small, medium figures, or 1 large figure you control

If you roll a 13-19, you can transport 3 small, medium figures, or 2 large figures you control

If you roll a 20, you can transport 4 small, medium figures, 3 large figures, or 1 huge figure you control

The next ability is called, "Naughty or Nice:

Naughty: Add 2 auto-attack die to units you control against the figure who harmed, "Santa"


Nice: After taking a turn with, "Santa" you can remove 1 wound on a figure you control, revive a unit with 1 life, or a squad for ressurection

The final ability is called, "Christmas Spirit" which is a defensive aura:

All figures you control within 4 clear sight spaces of Santa add 2 auto-shields to the defense roll

Next is Santa big red sleigh, the sleigh first ability is called, "Carry" which comes into effect after the sleigh is called:

Before moving Santa, choose any friendly figure you control, place the chosen figures adjacent to Santa

The next sleigh ability is called, "Stealth Flying" which comes into effect after the sleigh is called:

When counting spaces for Santa movement, ignore elevations. Santa may fly over water, or obstacles. There is no leaving engagement attacks on Santa

There are no more abilities for sleigh of Santa, that is all. I don't think I can make the army card, or the figure for the card. This is a task that requires someone more experienced than me at making custom units.
So when you're designing cards, the first thing you want to do is get an idea of what role you want your custom to fill. You already mentioned that you wanted to make a Hero that can carry multiple figures or even a large one, and I like where you've started. Let's go through each of the powers, shall we?

Santa's Blessing
This is definitely the most interesting and unique power you've got here, but it's missing one key piece of information... When do you use it? Is this summoning the sleigh at the start of the game? Do you roll when the Sleigh starts to carry people?

Naughty or Nice
Since the two halves of this power don't activate at the same time, I'd break this power up into two separate powers, Naughty and Nice.

For Naughty you're gonna run into problems with keeping track of who's hurt Santa. I would look into a power closer to the Samurai's Counterstrike. If you wanted to focus on the Naughty or Nice aspect of Santa, I could think of some cool ways that you could put coal markers on units that give them penalties, but that would be too word-intensive to fit on the same card as Santa's Blessing.

For Nice... well...
It's a bit overpowered. Healing abilities in Heroscape are very limited. Kelda might kill your guy, Sonlen needs to roll well, Ana Karithon requires careful positioning, and even Rhogar Dragonspine isn't guaranteed to succeed. And I wouldn't try to tackle a revive power in your first custom lol I would try and dial this back a bit...

And finally, Christmas Spirit. Automatic Shields are super good. Two automatic shields makes you invincible. If you wanted to buff defense, a simple +1 Defense would probably be the most balanced.

So that's about it for the powers! I think the sleigh's powers look fine, so I'd just try and tweak Santa's powers a bit and figure out what his stats should be. My main recommendation would be for you to drop Christmas Spirit and separate Naughty or Nice into two separate powers, then decide if you want Nice to heal your guys or give them a stat buff. You're off to a pretty good start, so keep it up!

P.S. @Porkins , this should probably be moved out of the project subforum and into the main Customs forum when you or someone else gets a chance lol
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Old February 2nd, 2018, 01:59 PM
Heroscaper 101 Heroscaper 101 is offline
 
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Re: Index of Abilities : Defense

Defense : Abilities that offer protection
Quote:
Abominable
When you have all 4 Growing Freeze markers, add 2 to move & attack and add 2 auto-shields to whatever was rolled.
Quote:
Aegis of Champions
If Nemesis is being attacked by a large or huge figure, add 5 die to your defense. Nemesis is immune to special powers that involve the 20-sided die. When you have 10 or more wound markers on Nemesis's Army Card, you receive only 1 wound from any large or huge figure.
Quote:
Ankh of Protection
If Mummy Guardian, or any friendly small or medium undead Vydar figure adjacent to Mummy Guardian, rolls defense dice against a normal attack from a non-adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure.
Quote:
Aqua Armor
Krav Maga Troopers do not have to stop their movement when entering a water space. Add 2 to a Krav Maga Trooper's defense while he is on a water space. When a Krav Maga Trooper starts its turn on a water space, add 1 to its movement for that turn.
Quote:
Arcane Counter
When Haduc* rolls defense dice against a special attack, all excess shields count as unblockable hits on the attacking figure.
Quote:
Aspect of the Turtle
When rolling defense dice, if Dorian rolls at least one shield, the most wounds Dorian may take for this attack is one.
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Auto-Turrets
When being attacked from range, you get 2 auto-shields to your defense roll. When you attack, you may increase your range by 4 to attack an opponent's figure.
Quote:
Battle Awareness
When Lady Diana defends, she receives one extra defense die for each wound marker he has.
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Battle Plate
If you are being attacked from an opponent's figure, and you didn't roll enough shields to block all damage or cannot defend roll the 20-sided die. If you roll a 15 or higher, ignore all wounds instead transfer damage to any dwarf figure. You may destroy any common dwarf figure or put the same amount of skulls that weren't blocked and place them as wound markers on any dwarf hero army card.
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Beyond Death
You are immune to special attacks.
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Blood Craze
When Legendary Feral Troll* defends, he receives one extra defense die for each wound marker he has, for a maximum of +3.
Quote:
Body Guard
All friendly Guards with a range of 4 or more and are adjacent to Gilliam receive 2 defense dice.
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Cold Resistance
If any Frost Golem is on a ice or snow space, you may add 3 die to your defense. The attacker rolls 2 fewer attack dice.
Quote:
Counter Stance
When rolling defense dice against a normal attack or special attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure.
Quote:
Crystal Skin
When rolling defense dice against a Normal Attack, this Crystalline Golem always adds 2 automatic shields to whatever is rolled.
Quote:
Cyclops Eye Protection
When Thraine, or any friendly small or medium that doesn't follow Utgar or Valkrill figure adjacent to Thraine, rolls defense dice against a normal attack from a non-adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure.
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Darkness Unbound
If any friendly small or medium figure adjacent to Ancient Shadow Elemental, rolls defense dice against a normal attack or special attack from a non-adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure, plus the defending figure gets 1 auto-shield to whatever is rolled.
Quote:
Dead Skin 3
A Horde Zombie rolls 3 additional defense dice when rolling defense against a normal attack from a figure who is not adjacent.
Quote:
Deflection
When Kestrel roll defense dice for any non-adjacent attack, you may re-roll all defense dice that did not show shields. All excess shields count as unblockable hits on the attacking figure.
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Divine Shield
When Lathander Lightbringer, or any Human you control adjacent to Lathander Lightbringer, rolls defense dice, add one automatic shield to whatever is rolled for each revealed order marker on Lathander Lightbringer's Army Card.
Quote:
Dragon Shield
Khaine Dragonspine is immune to any special powers or special abilities, if they are made by huge dragon figures. When rolling defense dice against any huge dragon, Khaine Dragonspine gets 1 auto-shield to the roll.
Quote:
Dwarven Resolve
If you are under attack by any large or hug figure, add 2 dice to your defense.
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Energy Shield
Electrician always adds 2 automatic shields against any Special Attacks. Any or all Normal Attacks against Electrician will be negated.
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Flame Resistant
You are immune to any lava and terrain damage, but you are also immune to negative element by water tiles.
Quote:
Flash
If any figure attacks the Ancient Light Elemental with a adjacent attack, the opponent's figure gets blinded and all skulls rolled become blank. This special power comes into effect if Mirror Image fails or the round ends.
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Gladiator Toughness
If any Roman Gladiator is on a sand space, Roman Gladiators always add one automatic shield for every gladiator squad figure that is on a sand space.
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Golden Brambles
If any small or figure attacks Val Goldenbark, add 2 auto-shields to your defense roll. When being attacked by any large or huge figure, you may add 4 dice to your defense.
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Harden Exoskeleton
When rolling defense dice against a normal attack, Dread Skull Scorpion always add one automatic shield to whatever is rolled.
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Heart of Oak
If any Defenders of Oak gets attacked from range, 1 shield will block all attack damage.
Quote:
Ice Spirit
If any Frost Golem is on a water space, your Frost Golem is immune to all non-adjacent attacks. You also gain a height advantage if a Frost Golem is attacked by any figure.
Quote:
Ignore Pain
When rolling defense dice against a normal or special attack, Tremble Karnas always adds 2 automatic shield to whatever is rolled.
Quote:
Iron Bark
When rolling defense dice against a normal attack, Wise Oak always add one automatic shield to whatever is rolled.
Quote:
Iron Skin
When rolling defense dice against a normal or special attack, Kron Dragonspine always adds 1 automatic shield to whatever is rolled.
Quote:
Knight's Resolve
You may add 2 die to defense for any knight you control. When Sir Kaiser attacks any huge figure add 2 die to your attack.
Quote:
Knight's Valor
Add 1 to Sir Yaren' defense dice for every Knight you control within 4 clear sight spaces of Sir Yaren up to a maximum of +3 dice.
Quote:
Light Refraction
When the Ancient Light Element gets attacked from range, you may add 5 auto-shields if the figure is small, or medium. If the attacking target is a large figure, add 6 auto-shields, when the figure is huge, it will be 7 auto-shields. This special power comes into effect if Mirror Image fails or the round ends.
Quote:
Magician Cloak
When the Dread Liche rolls defense dice against a special attack, one shield will block all damage.
Quote:
Master of Magic
When Haduc* rolls defense dice against a Normal Attack from any figure, one shield will block all damage.
Quote:
Master of the Dead
When Doomlock, or any Undead you control adjacent to Doomlock, rolls defense dice, add one automatic shield to whatever is rolled for each revealed order marker on Doomlock's Army Card.
Quote:
Mummy Protection
When rolling defense dice against any non-adjacent attack, this Mummy Guardian always adds 2 automatic shields to whatever is rolled.
Quote:
Mythril Cuirass
When rolling defense dice against a Normal Attack from any small or medium
figure, Baphomet always adds 2 automatic shields to whatever is rolled.
Quote:
Nature Protection
When rolling defense dice against a Special Attack, this Ancient Forest Golem always adds 2 automatic shields to whatever is rolled.
Quote:
Oak Shield
When being attacked by any small or medium figure, you may add 1 auto-shield to your defense roll.
Quote:
Ogre Fortitude
When a Ogre Champion is attacked from a non-adjacent figure, you may add additional die to your defense for every Ogre figure you control.
Quote:
Parry
When attacked by a non-adjacent figure, you may add shields for every skull rolled. If you roll more shields than skulls that were rolled, you may cause a wound.
Quote:
Poison Resistant
Blackroot is immune to any or all types of poisons.
Quote:
Punishing Armor
When rolling defense dice against a Normal Attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure.
Quote:
Samurai honor
You start the game with 3 experience markers on the Tenma Samurai Army Card and for every opponent's Figure a Tenma Samurai destroys, place a blue Experience Marker on this card. When Tenma Samurai is about to be destroyed by a normal or special before removing that Tenma Samurai, you may remove one Experience Marker on this Army Card to ignore all wounds. A maximum of 3 Experience Markers can be placed on this card.
Quote:
Samurai Leadership
All Samurai figures rolling defense dice against a normal attack, always add one automatic shield to whatever is rolled.
Quote:
Samurai Loyalty
You may add 1 additional die to your defense for every samurai army you control. Other Fafnir Samurai army cards never affects this special power.
Quote:
Shield Bash
When rolling defense dice against a Normal Attack from an adjacent attacking figure, all excess shields count as a disable. One excess shield will stun the figure for one turn, two excess shield stuns the figure & that figure can only roll 1 defense dice and three excess shields will stun the figure, the opponent's figure can only roll 1 defense dice and if the opponent's figure has a order marker, you may remove any or all order markers on that figure.
Quote:
Shield Charge
When a Legionnaire of Tarn rolls defense dice against an attacking figure who is not adjacent, if Legionnaires of Tarn receive no wounds, you may move 3 spaces with that figure. A engaged Legionnaire of Tarn moved by this power, they take no leaving engagement attacks.
Quote:
Smoke Cloud
If any Blood Mist Ninja is attacked and at least 1 skull is rolled, roll the 20-sided die to vanish. If you roll 1-12, roll defense dice normally. If you roll a 13 or higher, that Blood Mist Ninja takes no damage and may immediately move up to 4 spaces. Blood Mist Ninjas can vanish only if they end their vanishing move not adjacent to any enemy figures.
Quote:
Stealth Suit
When a Krav Maga Trooper rolls defense dice against an attacking figure who is not adjacent, all excess shields count as unblockable hits on the attacking figure.
Quote:
Steel Skin
When rolling defense dice against any non-adjacent attack, any Steel Golem always adds 2 automatic shields to whatever is rolled.
Quote:
Tactical Advantage
When rolling defense dice against a normal or special attack from any large or huge figure, Lost Tactician always adds 1 automatic shield to whatever is rolled.
Quote:
Thick Hide
When rolling defense dice against a Normal Attack from any small or medium figure, this Devilrex receives one wound if you roll one shield. If the figure is large, this Devilrex receives two wounds if you roll one shield. If the figure is Huge, this Devilrex receives three wound if you roll one shield.
Quote:
Thorns
If any figure attacks the Forest Golem from range, you may add 3 dice to your defense and all excess shields count as unblockable hits on the attacking figure. This power does not work on other Constructs and Treants that follow Ullar.
Quote:
Thunder Horn Resolve
When rolling defense dice against a Special Attack, any Thunder Blight Rhino always adds 2 automatic shields to whatever is rolled.
Quote:
Troll Hide
When Albino Feral Troll rolls defense dice while adjacent to a Glacier Mountain, one shield will block all damage.
Quote:
Viper Toughness
Add 1 auto-shield to every non-hero viper figure that you control, but you lose 1 die from your attack. You regain your regular attack dice when you the round ends.

Last edited by Heroscaper 101; March 27th, 2019 at 07:09 PM.
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Old December 4th, 2018, 06:07 PM
Heroscaper 101 Heroscaper 101 is offline
 
Join Date: January 24, 2018
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Posts: 1,403
Heroscaper 101 rolls all skulls baby! Heroscaper 101 rolls all skulls baby! Heroscaper 101 rolls all skulls baby! Heroscaper 101 rolls all skulls baby!
Re: Index of Abilities : Utility

Utility : Abilities that offer move
Quote:
Abominable
When you have all 4 Growing Freeze markers, add 2 to move & attack and add 2 auto-shields to whatever was rolled.
Quote:
Aqua Armor
Krav Maga Troopers do not have to stop their movement when entering a water space. Add 2 to a Krav Maga Trooper's defense while he is on a water space. When a Krav Maga Trooper starts its turn on a water space, add 1 to its movement for that turn.
Quote:
Atk Up/Move Up
If Fendrill begins its turn unengaged, add 2 to its Move value this turn and add 1 to its Attack value this turn.
Quote:
Blood Rage
Add 1 to the Legendary Feral Troll's* Move and Attack values for each wound marker he has, for a maximum of +3.
Quote:
Ogre and Sand
When starting a turn on sand you will get 3 additional movement. If you attack any figure that is on a sand tile, add 3 to your attack roll.
Quote:
Shield Charge
When a Legionnaire of Tarn rolls defense dice against an attacking figure who is not adjacent, if Legionnaires of Tarn receive no wounds, you may move 3 spaces with that figure. A engaged Legionnaire of Tarn moved by this power, they take no leaving engagement attacks.
Quote:
Smoke Cloud
If any Blood Mist Ninja is attacked and at least 1 skull is rolled, roll the 20-sided die to vanish. If you roll 1-12, roll defense dice normally. If you roll a 13 or higher, that Blood Mist Ninja takes no damage and may immediately move up to 4 spaces. Blood Mist Ninjas can vanish only if they end their vanishing move not adjacent to any enemy figures.
Quote:
Titan's Fury
If this Ancient Earth Elemental begins its turn unengaged, add 3 to its Move value this turn. If it begins its turn engaged, add 3 to its Attack value this turn.

Last edited by Heroscaper 101; March 27th, 2019 at 08:13 PM.
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