caps's Customs Redux - Draft Hall
Draft Hall
Cards I have posted but not "finished" go here.
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Frēodwēn (first posted
here)
Ullar
Half-Elf
Unique Hero
Bard
Curious
Medium 5
Life 4
Move 5
Range 7
Attack 3
Defense 2
Points 100
INSPIRE COURAGE
When revealing a numbered Order Marker on Frēodwēn's Army Card, you may also reveal an "X" Order Marker that is on Frēodwēn's Army Card to activate Inspire Courage for the duration of the round. While Inspire Courage is active, when a friendly Hero within 4 spaces of Frēodwēn, including Frēodwēn, makes a normal attack they may reroll one attack die that does not show a skull. If you revealed the "X" Order marker at the beginning of this turn, you may not use Rapid Shot this turn.
RAPID SHOT
Frēodwēn may attack twice. If he does, each attack rolls 1 fewer die.
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Quiella (first revision posted
here)
Jandar
Gnome
Unique Hero
Paladin
Fearless
Small 3
Life 5
Move 4
Range 1
Attack 4
Defense 5
Points 130
LIFE LINK
At the beginning of the game, pick one friendly hero Army Card to be Quiella's Life Link. At the start of Quiella's turn, you may transfer a wound marker from that Army Card to this Army Card, if possible.
GREATER LAY ON HANDS
After moving and before attacking with Quiella, you may choose Quiella or a wounded friendly Hero figure adjacent to Quiella and roll the 20-sided die. If you roll a 6-15, remove 1 wound marker from the chosen figure's Army Card. If you roll a 16 or higher remove 2 wound markers from the chosen figure's Army Card.
SMITE EVIL
At the beginning of the game, choose an Army Card that follows Utgar or Valkrill. Quiella rolls two additional attack dice and one additional defense die against figures from the chosen Army Card.
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Darth Maul (first revision posted
here)
Utgar
Zabrak
Unique Hero
Sith
Menacing
Medium 5
Life 6
Move 6
Range 1
Attack 4
Defense 3
Points 125
DUAL ASSAULT
Darth Maul may attack twice. When he does the second attack must target a different figure than the first, if possible.
SITH COUNTERSTRIKE 15
After rolling defense dice against a normal attack from an enemy figure within 6 clear sight spaces, if Darth Maul is not destroyed, roll the 20-sided die. If you roll a 15 or higher, the attacking figure receives one wound and you may immediately move Darth Maul with Stealth Force Leap 3.
STEALTH FORCE LEAP 3
Instead of his normal move, Darth Maul may use Stealth Force Leap to move 3 spaces. When counting spaces for Stealth Force Leap, ignore elevations, terrain effects, figures, and obstacles. Darth Maul may not move more than 45 levels up or down when using Stealth Force Leap. Darth Maul will not take any leaving engagement attacks when he uses Stealth Force Leap.
Contemplated edits for Darth Maul:
- Change Sith Counterstrike to only affect adjacent attacks (and reduce point value)
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Jango Fett (first revision posted
here)
Vydar
Human
Unique Hero
Bounty Hunter
Mysterious
Medium 5
Life 4
Move 5
Range 5
Attack 2
Defense 4
Points 125
FLAME THROWER SPECIAL ATTACK
Range 3 + special. Attack 4.
Choose a figure to attack. You may also choose 3 spaces in a straight line from the targeted figure. All figures on those spaces that are within line of sight of Jango Fett are affected by Flame Thrower Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Jango Fett is not affected by Flame Thrower Special Attack. You may only use Flame Thrower Special Attack once per game.
DOUBLE ATTACK
Jango Fett may attack twice.
FLYING
When counting spaces for Jango Fett's movement, ignore elevations, terrain effects, figures, and obstacles. Jango Fett will take leaving engagement attacks when he starts to fly.
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Boba Fett (first revision posted
here)
Vydar
Human
Unique Hero
Bounty Hunter
Tricky
Medium 5
Life 4
Move 5
Range 6
Attack 3
Defense 4
Points 105
JETPACK ROCKET SPECIAL ATTACK
Range 4. Attack 4.
Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by Jetpack Rocket Special Attack. Boba Fett only needs clear sight at the chosen figure. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. You may only use Jetpack Rocket Special Attack once per game.
CABLE 12
After moving and before attacking, choose a small or medium figure within 4 clear sight spaces of Boba Fett. Roll the d20. If you roll a 12 or higher, the chosen figure cannot roll any defense dice when attacked by Boba Fett this turn.
FLYING
When counting spaces for Boba Fett's movement, ignore elevations, terrain effects, figures, and obstacles. Boba Fett will take leaving engagement attacks when he starts to fly.
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Darth Vader (first posted
here)
Utgar
Human
Unique Hero
Sith
Unyielding
Medium 6
Life 6
Move 5
Range 1
Attack 6
Defense 5
Points 195
FORCE CHOKE
After moving and instead of attacking, you may choose a small or medium figure within 4 clear sight spaces of Darth Vader and roll the 20-sided die. If you roll a 14 or higher, the chosen figure receives a wound, and you may roll for Force Choke against that figure again.
ONSLAUGHT 2
After attacking with Darth Vader, if he destroyed a figure with his normal attack, he may move up to 2 spaces and attack again. Darth Vader may continue using Onslaught until he does not destroy a figure.
FORCE LEAP 2
Instead of his normal move, Darth Vader may use Force Leap to move 2 spaces. When counting spaces for Force Leap, ignore elevations, terrain effects, figures, and obstacles. Darth Vader may not move more than 45 levels up or down when using Force Leap. Darth Vader will take leaving engagement attacks when he starts to use Force Leap.
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Emperor Palpatine (first posted
here)
Utgar
Human
Unique Hero
Sith
Manipulative
Medium 5
Life 4
Move 4
Range 1
Attack 3
Defense 2
Points 135
MACHINATIONS
Every round, before placing Order Markers, you may place an additional 1, 2, 3, or "X" Order Marker. When you would reveal your 1, 2, or 3 Order Marker, you may reveal the additional one instead.
SITH LIGHTNING SPECIAL ATTACK
Range 4. Attack 5.
Emperor Palpatine may only use Sith Lightning Special Attack once per round.
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Imperial Guard (first posted
here)
Utgar
Human
Unique Squad (2 figures)
Guards
Loyal
Medium 5
Life 1
Move 5
Range 6
Attack 2
Defense 4
Points 65
EMPEROR'S GUARD
At the beginning of the game, choose a Unique Sith Hero you control to be the Imperial Guard's Emperor. While at least one Imperial Guard is adjacent to the chosen Emperor, that Emperor has no visible Hit Zones and any opponent's figure that is adjacent to an Imperial Guard may not attack the Emperor with a normal or special attack.
FORCE PIKE MASTERY
All Imperial Guard you control add 1 automatic skull when attacking adjacent figures.
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Qui-Gon Jinn (first posted
here)
Ullar
Human
Unique Hero
Jedi
Perceptive
Medium 5
Life 5
Move 5
Range 1
Attack 5
Defense 3
Points 90
SERENITY
After moving and instead of attacking you may reveal the "X" Order Marker on this Army Card to remove 1 wound from this Army Card and activate Serenity for the duration of the round. While Serenity is active, add 1 to Qui-Gon Jinn's Defense value.
FORCE INSTINCTS
Once per round, before revealing a numbered marker on an Army Card in your army, you may move that Order Marker to this Army Card and reveal it there instead.
FORCE LEAP 3
Instead of his normal move, Qui-Gon Jinn may use Force Leap to move 3 spaces. When counting spaces for Force Leap, ignore elevations, terrain effects, figures, and obstacles. Qui-Gon Jinn will take leaving engagement attacks when he starts to use Force Leap.
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Mace Windu (first posted
here)
Einar
Human
Unique Hero
Jedi
Bold
Medium 5
Life 6
Move 5
Range 1
Attack 6
Defense 3
Points 90
FORCE WAVE SPECIAL ATTACK
Range 1. Attack 5.
Any figure adjacent to Mace Windu is affected by Force Wave Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Mace Windu may only use Force Wave Special Attack once per game.
FORCE LEAP 4
Instead of his normal move, Mace Windu may use Force Leap to move 4 spaces. When counting spaces for Force Leap, ignore elevations, terrain effects, figures, and obstacles. Mace Windu will take leaving engagement attacks when he starts to use Force Leap.
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Plo Koon (originally posted
here)
Einar
Kel Dor
Unique Hero
Jedi
Compassionate
Medium 5
Life 5
Move 5
Range 1
Attack 4
Defense 3
Points 110
JEDI JUDGMENT SPECIAL ATTACK
Range 3. Attack 2.
Roll 3 additional attack dice against figures that follow Utgar or Valkrill. Plo Koon may only use Jedi Judgment Special Attack once per round.
FORCE CLOUD 13
When Plo Koon, or any friendly figure within 3 clear sight spaces of Plo Koon, is targeted for a normal attack from a non-adjacent opponent, you may roll the 20-sided die. If you roll a 13 or higher, Plo Koon, and all friendly figures within 3 clear sight spaces of Plo Koon, no longer have any visible Hit Zones for the duration of the targeting figure's turn.
FORCE LEAP 3
Instead of his normal move, Plo Koon may use Force Leap to move 3 spaces. When counting spaces for Force Leap, ignore elevations, terrain effects, figures, and obstacles. Plo Koon will take leaving engagement attacks when he starts to use Force Leap.
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Yoda (originally posted
here)
Ullar
Unknown
Unique Hero
Jedi
Wise
Small 3
Life 4
Move 4
Range 1
Attack 4
Defense 5
Points 140
FORCE FORESIGHT
After Order Markers are placed, but before rolling initiative, you may look at a random Order Marker on one Army Card of each opponent and then move one of your Order Markers from one of your Army Cards to another Army Card.
JEDI COUNTERSTRIKE
When an enemy figure attacks Yoda and at least 1 skull is rolled, roll the 20-sided die. On a 15 or higher, Yoda takes no wounds, and if you rolled an 18 or higher, the attacking figure must also remove one unrevealed Order Marker at random from its Army Card.
STEALTH FORCE LEAP 5
Instead of his normal move, Yoda may use Stealth Force Leap to move 5 spaces. When counting spaces for Stealth Force Leap, ignore elevations, terrain effects, figures, and obstacles. Yoda will not take any leaving engagement attacks when he uses Stealth Force Leap.
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