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Arch-vile's customs

Arch-vile

Archie
Site Supporter
Arch-vile's custom cards

Classic Heroscape customs:
Spoiler Alert!


Lord of the Rings customs:
Spoiler Alert!


Star Wars customs:
Spoiler Alert!


My Proxies (official designs where I used a different figure and made a new card)
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My old & mostly ridiculous/overpowered customs:
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Re: Arch's Vile Customs

Haven't posted any units for a while so here goes.

Undead on horse:
sirgroalgetnah.jpg


Filler dino:
wraakcard.jpg


Halloween Custom (for Lama's contest):
jackga.jpg

I like your customs because they are simple, straightforward, and original. However, I think they are all either under-priced or overpowered. Sir Groalg Et Nah's aura is very very powerful, and since he has move 8, attack 4, and defense 5 I think you should bump up his points by 50-100. The alternative would be to nerf his attack to 2 or at least 3. His aura alone makes him a formidable attacker, and his move would let him grab height pretty easily.

Wraakk would probably be better priced at 30-40 points.

Jack looks like he is pretty well set up, but I would probably bump him to 140 points.

On a different note, the D&D waves are still fairly easy to come by (on sale at CoolStuffInc. right now, I believe) and most of them are pretty good. I suggest you grab a few packs--grab doubles of the common packs, if you can.
 
Re: Arch's Vile Customs

I dropped in to give a review of your Halloween entry. While I'm at it, why not do a couple more.


Sir Groalg et Nah

Heck of a name on this guy. Does it have some meaning?

Fear Aura can be pretty nasty. A range of 4 is pretty huge, and with 4 life/5 defense he should be able to stand his ground for a while. I personally think it's a bit odd, though, that his aura affects mindless creatures like Undead and Constructs. If his aura didn't affect Undead, he would synergize well with them by weakening your opponent.

Right now the best use of the figure is something you probably never intended. I would run this guy forward and take the high ground near my opponent. Then I would use a range force, such as KMA, to slaughter all the figures affected by Fear Aura. Alternatively I would draft him alongside the Axegrinders and use him as a meat shield that provides Fear Aura to my enemies.


Wraakk

I like the simple design, and I like things that kill 4th Mass.

I have to agree with capsocrates that he is overpriced. If nothing else, he's got 3 life and 3 defense. It's not great, but that's a lot for such a cheap figure. Sure, Marcu has more life, but he tends to turn on you. 30pts is probably ok. I would suggest going the other way and dropping his life to 1. That way he can stay a cheap filler. And at that point you could even make him a Common Hero.


Jack

Another solid, straightforward design. I like the name too :).

I'll have to disagree with capsocrates on the cost. I think he's about right, or at least close. Trick just shifts the odds a bit; dropping two defense from your opponent is roughly equivalent to an extra attack die. Which puts Jack at a 5/5 with 4 life. Pretty solid guy, but he has no easy synergies and is limited to a single attack. Disengage is really the key to the figure -- it allows him to fulfill the role of assassin, especially with that high movement. But then Treat curiously works against that, making it so that he's probably done for after getting his kill. I would perhaps put him a bit more expensive, maybe as high as 115, but 105 isn't a bad place to start playtesting.

As far as the contest is concerned, I think he's a bit weak on theme. While Trick and Treat are thematic enough names, I have a personal test of "if I change the names of the powers, does it still feel like Halloween?" From that measurement, Jack is pretty much just an assassin figure.

Still, a solid entry. I hope to see more of your straightforward yet interesting designs in future holiday contests.
 
Re: Arch-Vile's Customs- Star Wars

Scy and Cap, thanks a ton for the advice. I realized that I really should playtest and refine pointcost on my cards if I am going to share them with this community, so I have taken a bit of a break for a while. I have taken your suggestions, and hope to have updated cards up sometime soon.

Wraakk- lowered life to 2, seemed to even him out with Isamu for survivability. He is still worth more, but then so is Isamu, and this way both teams get a nice filler.

Sir Groalg- Yep, the name has meaning. Its an anigram of my name. Sounded sorta cool I thought ;D I need to playtest this guy more. Some games his aura kills EVERYTHING, other games he dies in 2 hits. I might make him similar to Zombie Hulk, where the aura only helps undead. Ill probably raise points a little and cut all synergies he could have, along with rethinking that aura. BACK TO THE LAB FOR THIS ONE

Jack- Initially I was worried about point cost as well, then I realized who Jack was so similar to: Carr. Carr is actually better, with more attack & range for -1 defense. 105 to be on the safe side though.

On to the new- STAR WARS! I will start with the iconic SW character, Mr. Vader. EU stuff will follow if readers are okay with no cards (I don't like when people don't have cards either, so I'm kinda being hypocritical here...)

Darth Vader
Life 6
Move 5
Range 1
Attack 5
Defense 6

Cyborg
Unique Hero
With
Fearsome (not sure on this one)

FORCE CHOKE
Instead of attacking, Vader may choose any figure within 3 clear sight spaces and give it one wound. Droids and Soulborgs are not affected.

YOU HAVE FAILED ME FOR THE LAST TIME (Idea from the master himself, GreyOwl)
When any figure within 3 clear sight spaces attacks with a normal attack and does not cause a wound, Vader must immediately use force choke on that figure.

COUNTER STRIKE

335 POINTS

As always, any comments are appreciated. Thanks to GreyOwl and the Star Wars Custom Creators for any power ideas I "borrowed"/stole.
 
Re: Arch-Vile's Customs- Star Wars

I'm back and the quality of my customs has improved, hopefully. Thanks to all who helped me learn how to use MSE, it has made my card-making much quicker. New cards up front, Meetra Surik, and Echtna, an evil elf for Valkrill.
 
Re: Arch-Vile's Customs- Star Wars:Exar Kun, Meetra Surik

Exar Kun, the undead Sith spirit from Kevin J. Anderson's Jedi Academy Trilogy, has been added to the OP.
 
Re: Arch-Vile's Customs- Doomguy and Einar dragon added

Doomguy and Spetznova the "Q9 of the sky" have been added.

The Fellowship of the Ring is next!
 
Re: Arch-Vile's Customs- Darth Bane & Starkiller added

Well, the Fellowship is still in the works, but Darth Bane and Starkiller were done, so here they are. I really love MSE.
 
Re: Arch-Vile's Customs- Lord of the Rings

First three of the Fellowship are up. Others are in the works (hobbits are difficult to design).
 
Re: Arch-Vile's Customs- Pokemon, zombies, more Jedi

Pokemon are new, along with a Jedi Master and undead arms! Qui-Gon Jinn, Lugia, Aragorn, and Gandalf should be in the next installment.
 
Re: Arch-Vile's Customs- Pokemon, zombies, more Jedi

I love the concept of your Zombie Graspers! :D

I also love your Blasting Off Again power for Meowth, but rolling 3 defense dice means that 8 out of 9 times Meowth will avoid taking any damage. If Meowth gets height advantage (which it will with Blasting Off Again), it has a 15 out of 16 chance (4 defense dice) of avoiding damage. It could take forever to take it down. Still, it's thematic and looks like a lot of fun to play.

Have you playtested Meowth yet?
 
Re: Arch-Vile's Customs- Pokemon, zombies, more Jedi

I love the concept of your Zombie Graspers! :D

I also love your Blasting Off Again power for Meowth, but rolling 3 defense dice means that 8 out of 9 times Meowth will avoid taking any damage. If Meowth gets height advantage (which it will with Blasting Off Again), it has a 15 out of 16 chance (4 defense dice) of avoiding damage. It could take forever to take it down. Still, it's thematic and looks like a lot of fun to play.

Have you playtested Meowth yet?

I was worried about Meowth's awesome survivability when I designed him, but after playing 3-4 games with him, he died really quickly each time, falling to the first or second attack directed at him. He never really gets height with a range of 1, and 1 attack of 4 per O.M. isn't going to destroy too much. I'm sure with hot dice he could really be strong, but counters to him exist. If I see my opponent grab Meowth, I'll grab some Death Knights or get around his power with a d20 attack. He'll be one I closely watch to see that he doesn't get too annoying for his cost.

I really like the zombie graspers too! I want to play a huge zombie scenario with these, many normal zombies, and some of dok's SoV Zombie Hulk. That would be crazy.
 
Re: Arch-Vile's Customs- Huge update, pokemon+Star Wars

I like your Charizard card, but I think the points are too high. He'll be a good hero killer, but with only 1 attack per turn (or only 2 attacks per round when using Blast Burn) he'll slowly get worn down and fall to squads. An opponent could swarm him with Deathreavers and then pick him off with a ranged squad. Even at his best he'd only take out 1 rat every turn.

I suggest lowering his points to maybe 220-250. Not more than 250.

Other than the points, I think your Charizard is a good hero killer. That 10 attack is just scary.
 
Re: Arch-Vile's Customs- Huge update, pokemon+Star Wars

I like your Charizard card, but I think the points are too high. He'll be a good hero killer, but with only 1 attack per turn (or only 2 attacks per round when using Blast Burn) he'll slowly get worn down and fall to squads. An opponent could swarm him with Deathreavers and then pick him off with a ranged squad. Even at his best he'd only take out 1 rat every turn.

I suggest lowering his points to maybe 220-250. Not more than 250.

Other than the points, I think your Charizard is a good hero killer. That 10 attack is just scary.

Thanks for the critique! I priced him high because I wasn't too sure where he'd end up, and higher is better than lower. He should definitely be priced more than Jotun I believe, and that makes 250 a minimum (with ranged special attack of 10 + flying). Probably 300 is a better guess, but I'll need to playtest him. Thrawn and Charizard both are untested, so I'd imagine both need changes.

I would play charizard with the X on him and one other marker, to unleash one huge attack, then let multi-attackers (squads or double attacking heroes) have O.M.s for the rest of the round. However, a screen and Raelin really help ol' 'zard.
 
Re: Arch-Vile's Customs- Fellowship of the Rings complete

The rest of the fellowship of the ring has been posted. All nine add up to 1305 points, perfect for a Marvel game, not so much classic. However, with all nine it only takes a 7 or higher to frenzy 1 additional turn.

Even with all that, I imagine they are all priced a little high, especially Aragorn. I'll need to playtest them all once I get the 'clix.
 
Re: Arch-Vile's Customs- Fellowship of the Rings complete

Very cool stuff here, I may make a suggestion, the cobra 195 points just seems a bit high. Maybe 150, may just be me. But I think it should be lower. Again awesome customs. Oh also, do you have a Sauron card?
 
Re: Arch-Vile's Customs- Fellowship of the Rings complete

Thought I'd stop by and comment on your latest set of customs.

General comment: the official wording is "20-sided die" instead of "d20".


Aragorn

Powerful guy. With the combination of abilities I think the point value is in the right ballpark. He's sort of a beefed up Tor-Kul-Na.


Gandalf the Grey

I don't see anything to prevent me from drafting Gandalf the White. The Grey is not worth anywhere near 300 points (he's no better than an Air Elemental for 10x the cost), so if I would draft a Gandalf it would be the White. Actually, I don't see anything to prevent me from drafting both, but I would never draft the Grey and the White.

I assume you meant that the White can't be drafted. If so, the Grey is only worth it to get the White. I'd run the Grey off right away to get killed off or even kill him myself to get the White in faster.


Gandalf the White

Assuming the White can't be drafted, there should be a rule on this card for that.

The white is pretty powerful, but not 300 points powerful. Perhaps if he came in automatically after the Grey dies instead of just hoping for a big roll.

The wording of Call Gwaihir seems to suggest that any figure, regardless of who owns it, can use this ability. That is, your opponent can use Call Gwaihir to save their own figure. Also, "recieves" and "woulds" are misspelled.


Frodo Baggins

An ok figure, but nothing special unless the One Ring is in the game.

For both Sting and the One Ring, "autoskull" is not the term normally used. Use "automatic skull" instead.


Samwise Gangee


"Defend against that attack instead" isn't clear. It's clear enough that you roll Sam's defense value instead, but it isn't clear who takes the wounds from the attack. And when do you need to decide whether to use this ability, before or after attack dice are rolled?

I'm always extremely wary of protector abilities like these because super-strong figures like Q9 exist. Sam essentially adds extra hit points to any figure you wish, making any overpowered unit even more overpowered. Sam + Raelin is terrifying, as he not only gives Raelin another 3 hit points, but also essentially gives her 5 defense dice until Sam dies.


Meriadoc Brandybuc

Are you assuming white dice with I Want To Fight? I use the classic red dice. With those, every side of the dice will count as a skull.


Peregrin Took

Same as with Meriadoc: for the blue dice he automatically rolls a shield on every die.


Summary

Some neat ideas here. I'd love to play the group in a dungeon crawl, but the point value for the group is pretty huge. You really need to make your own dungeon crawl scenario (or multiple scenarios!) for the group.
 
Re: Arch-Vile's Customs- Fellowship of the Rings complete

I think there may be a precedent for assuming that the white combat dice are used, but I'm not sure where.

Meriadoc Brandybuc

Are you assuming white dice with I Want To Fight? I use the classic red dice. With those, every side of the dice will count as a skull.

Peregrin Took

Same as with Meriadoc: for the blue dice he automatically rolls a shield on every die.
 
Re: Arch-Vile's Customs- Fellowship of the Rings complete

I really appreciate all the comments everyone, thanks for posting them.

Very cool stuff here, I may make a suggestion, the cobra 195 points just seems a bit high. Maybe 150, may just be me. But I think it should be lower. Again awesome customs. Oh also, do you have a Sauron card?
The cobra is difficult to price since it never actually destroys anything- its teammates do. I've never managed to rack up 195 pts of kills it has accomplished for its team, but until it has a great game and I see its full potential I'll wait to lower its cost.

I do not have a Sauron card, but I may make one if I ever get the heroclix figure. He isn't a figure I'd throw in a LotR scenario, so until/if I get the figure Sauron will just have to wait:)

Thought I'd stop by and comment on your latest set of customs.

General comment: the official wording is "20-sided die" instead of "d20".


Aragorn

Powerful guy. With the combination of abilities I think the point value is in the right ballpark. He's sort of a beefed up Tor-Kul-Na.
Thanks for dropping by! I love having comments, especially by the masters! I have been changing wording on my more recent customs to be more official, I apparently missed it on some of these though. I'll get back and change that.

Gandalf the Grey

I don't see anything to prevent me from drafting Gandalf the White. The Grey is not worth anywhere near 300 points (he's no better than an Air Elemental for 10x the cost), so if I would draft a Gandalf it would be the White. Actually, I don't see anything to prevent me from drafting both, but I would never draft the Grey and the White.

I assume you meant that the White can't be drafted. If so, the Grey is only worth it to get the White. I'd run the Grey off right away to get killed off or even kill him myself to get the White in faster.


Gandalf the White

Assuming the White can't be drafted, there should be a rule on this card for that.

The white is pretty powerful, but not 300 points powerful. Perhaps if he came in automatically after the Grey dies instead of just hoping for a big roll.

The wording of Call Gwaihir seems to suggest that any figure, regardless of who owns it, can use this ability. That is, your opponent can use Call Gwaihir to save their own figure. Also, "recieves" and "woulds" are misspelled.
The idea behind Gandalf was that you drafted both for 300 pts total. You start with The Grey, then when he is destroyed, The White comes in. Looking at Thanos and his unlimited resurrection, Gandalf probably is overpriced. I'll get a playtest in eventually with the fellowship and see for sure.

Good catch on wording issues and spelling mistakes. My one and only complaint with MSE is that is doesn't spell check.

Frodo Baggins

An ok figure, but nothing special unless the One Ring is in the game.

For both Sting and the One Ring, "autoskull" is not the term normally used. Use "automatic skull" instead.
I was not aware that automatic skull was the correct term, thanks! I'll get that fixed up.


Samwise Gangee


"Defend against that attack instead" isn't clear. It's clear enough that you roll Sam's defense value instead, but it isn't clear who takes the wounds from the attack. And when do you need to decide whether to use this ability, before or after attack dice are rolled?

I'm always extremely wary of protector abilities like these because super-strong figures like Q9 exist. Sam essentially adds extra hit points to any figure you wish, making any overpowered unit even more overpowered. Sam + Raelin is terrifying, as he not only gives Raelin another 3 hit points, but also essentially gives her 5 defense dice until Sam dies.
You make a very good point. I didn't think about the Raelin-Sam combo. I think I'll make it where Sam can only save small and mediums- and cannot roll defense dice against the attack, which makes sense because he is diving in front of whoever he is protecting.

Meriadoc Brandybuc

Are you assuming white dice with I Want To Fight? I use the classic red dice. With those, every side of the dice will count as a skull.


Peregrin Took

Same as with Meriadoc: for the blue dice he automatically rolls a shield on every die.
Yeah, I use the white dice. I just got the Marvel set and want an excuse to use the dice, so I'm coming up with a slew of blank-based powers. I normally us the red and blue dice when soloscaping, since they are easier to read on a whim.

I think there may be a precedent for assuming that the white combat dice are used, but I'm not sure where.
The C3G uses that assumption, so I figured it would be alright to use. It is "customy", but this is the so-called "era of fanscape".

Summary

Some neat ideas here. I'd love to play the group in a dungeon crawl, but the point value for the group is pretty huge. You really need to make your own dungeon crawl scenario (or multiple scenarios!) for the group.

Thanks, once I finalize and print all the cards I'll put together a mines of moria scenario for these fellowship. The point value is much larger than what I imagined for it when I started, but I'm moving more away from classic and towards Marvel point-values.
 
Re: Arch-Vile's Customs- Fellowship of the Rings complete

Amazing! I love the Hobbits, but I think instead of Disengage, it should be called Sneak, seeing as these cards are based on the Lord of the Rings Combat Hex game (in that the hit zones are the figures from said game). And maybe they shouldn't have to stop when they become engaged? Maybe that would be too powerful, but if you go with it, you should reduce their speed by at least one. :D EDIT: Oh, and Aragorn's Engagement Strike should probably be called Engagement Strike 13.
 
Re: Arch-Vile's Customs- Fellowship of the Rings complete

Amazing! I love the Hobbits, but I think instead of Disengage, it should be called Sneak, seeing as these cards are based on the Lord of the Rings Combat Hex game (in that the hit zones are the figures from said game). And maybe they shouldn't have to stop when they become engaged? Maybe that would be too powerful, but if you go with it, you should reduce their speed by at least one. :D EDIT: Oh, and Aragorn's Engagement Strike should probably be called Engagement Strike 13.

I'm confused, figures normally do not have to stop when becoming engaged. And since disengage is the official name of the power, I'll stick with that. I picture the hobbits being small enough to walk under those humans' legs, not sneaking around so much.

Good idea with Engagement Strike 13, official powers add that in and I'll add that to mine.
 
Re: Arch-Vile's Customs- Fellowship of the Rings complete

Amazing! I love the Hobbits, but I think instead of Disengage, it should be called Sneak, seeing as these cards are based on the Lord of the Rings Combat Hex game (in that the hit zones are the figures from said game). And maybe they shouldn't have to stop when they become engaged? Maybe that would be too powerful, but if you go with it, you should reduce their speed by at least one. :D EDIT: Oh, and Aragorn's Engagement Strike should probably be called Engagement Strike 13.

I'm confused, figures normally do not have to stop when becoming engaged. And since disengage is the official name of the power, I'll stick with that. I picture the hobbits being small enough to walk under those humans' legs, not sneaking around so much.

Good idea with Engagement Strike 13, official powers add that in and I'll add that to mine.

Unless they're flying or using some other power, they gotta stop when they become engaged. Or at least, that's what the Marvel rulebook says. Oh! I didn't know that Disengage was an official power! Okay. :)
 
Re: Arch-Vile's Customs- Fellowship of the Rings complete

Amazing! I love the Hobbits, but I think instead of Disengage, it should be called Sneak, seeing as these cards are based on the Lord of the Rings Combat Hex game (in that the hit zones are the figures from said game). And maybe they shouldn't have to stop when they become engaged? Maybe that would be too powerful, but if you go with it, you should reduce their speed by at least one. :D EDIT: Oh, and Aragorn's Engagement Strike should probably be called Engagement Strike 13.

I'm confused, figures normally do not have to stop when becoming engaged. And since disengage is the official name of the power, I'll stick with that. I picture the hobbits being small enough to walk under those humans' legs, not sneaking around so much.

Good idea with Engagement Strike 13, official powers add that in and I'll add that to mine.

Unless they're flying or using some other power, they gotta stop when they become engaged. Or at least, that's what the Marvel rulebook says. Oh! I didn't know that Disengage was an official power! Okay. :)

The Marvel rulebook doesn't say that.
 
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