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Curry_Noodles's Customs Thread

Curry_Noodles

New member
http://https://ibb.co/cJKD3n0
Curry_Noodles's Custom Figures Thread

Hello & Welcome; Here you will find a collection of custom figures that I've been workshopping, organized by how far along in development each card is. Each stage is color coded to help distinguish each level more and keep it congruent with how I have it organized in my files

Before you dive you, I just wanted to give as brief of an introduction of myself as possible. I've been playing Heroscape now for almost 10 years and have always tried to create new, exciting, and fun customs for the game ever since my first master set. I hope that this thread may be resourceful and inspiring, [and maybe hopefully some unofficial/official additions to the C3V/SoV] as I look forward to learning and hearing feedback from everyone and anyone! Thank you again!

Note: If you are familiar with any of the C3V/SOV/ other customs on this site, you might see some powers that are featured on other published customs. I'm not doing this with the intention to "steal", rather to help guide my thinking for how I would like a figure to play/ feel like. So there might be times where authors of said powers are not credited immediately but know I will not claim ownership over anything I did not create

COMPLETED CARDS

Figures that I have played with enough times where I am most comfortable and feel their design is the most balanced, original, and thematic across all stages of development.
Spoiler Alert!

__________

PLAYTESTING

Figures that are at the critical point in their development where after theoryscaping and checking of game mechanics, they are ready to test the battlefield.
Spoiler Alert!

__________

PRE-PLAYTEST EDITING

Figures in this stage are near minor edits away and testing from being able to play in a realistic scenario. Specifically, in this stage things such as phrasing and even power level of abilities is carefully examined and questioned.
Spoiler Alert!

__________

CONCEPTS W/ SOME DIRECTION

Figures in this stage are those who have great minis, and I have immediately been able to "catch lightning in a bottle", however these figures also need a bit more of their identity polished as to help develop a balanced, unique, and thematic design,
Spoiler Alert!

__________

IN THE ROUGH
Figures that I personally like for their figure or for a vague design direction that I have roughly outlined or captured on these preliminary card designs.
Spoiler Alert!
 
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Also, I'm new to the way this site works despite having known about it for years, so if anyone can offer help or guide me toward resources that help me in navigating this site I would appreciate it! I'm not sure of how to get the images of the cards to show up rather than links!
 
To get your image to work, you want to replace your tags with [img] tags. like this: [img]https://ibb.co/gPh7O[COLOR="Black"]V[[/COLOR]/img]
 
Screen-Shot-2018-11-06-at-12-07-00-PM.png


You also need to use the image url (right click and select Copy image address), instead of the page url.
 
Wilbin appears to be a balanced “psuedo-squad” hero, and his ability to drop illusions is fairly unique. Luck of the Imp uses a straight-forward coin flip mechanic, although coins are not a concept that heroscape has used.

It’ll be cool to see what else you have, @Curry_Noodles
 
Wilbin appears to be a balanced “psuedo-squad” hero, and his ability to drop illusions is fairly unique. Luck of the Imp uses a straight-forward coin flip mechanic, although coins are not a concept that heroscape has used.

It’ll be cool to see what else you have, @Curry_Noodles

Thank you for your comment flameslayer93! I'll be working on posting more today later on in the afternoon!

and yes, the coin-flip mechanic is unusual and not utilized in Heroscape, however I saw that luck was a distinct feature of the imps and I wanted to re-create that kind of freak luck. I didn't think a D20 roll or any sort of dice roll was really fitting, especially because you can influence your dice rolls with glyphs. I thought a coin flip was in the best way to show this characteristic. I wanted to make it just strong enough that it wasn't "broken"
 
This guy looks pretty unique and interesting! I'm particularly fond of the 45 points for his price, since the only other option currently is Sonya Esenwein. More army options is always a nice touch.

and yes, the coin-flip mechanic is unusual and not utilized in Heroscape, however I saw that luck was a distinct feature of the imps and I wanted to re-create that kind of freak luck. I didn't think a D20 roll or any sort of dice roll was really fitting, especially because you can influence your dice rolls with glyphs. I thought a coin flip was in the best way to show this characteristic. I wanted to make it just strong enough that it wasn't "broken"

I was going to say that I also prefer a simple 11-or-higher D20 roll to settle the result, but it looks like you've already given that thought. A dice roll is definitely more "classic HeroScape," but I can see what you're going for with emphasizing luck. I still prefer the dice personally, but that's probably just the HeroScape purist in me.

Is Imp a suitable class? I'm not the most well-versed in high fantasy traditions (college sadly seems to have a problem with me finally reading Lord of the Rings), but I've always thought that imps were generally a species of monster.
 
If you want your cards to have a bit more unified/official look, the link in my signature gives a tutorial for making cards using Xorlof's X-2 Card Creator. It does a fantastic job of making the text and stats all look great.

Your card (especially the figure image) is great, though. I only mentioned it since you did in your OP.

Did you figure out how to add the image directly to your post?
 
This guy looks pretty unique and interesting! I'm particularly fond of the 45 points for his price, since the only other option currently is Sonya Esenwein. More army options is always a nice touch.

and yes, the coin-flip mechanic is unusual and not utilized in Heroscape, however I saw that luck was a distinct feature of the imps and I wanted to re-create that kind of freak luck. I didn't think a D20 roll or any sort of dice roll was really fitting, especially because you can influence your dice rolls with glyphs. I thought a coin flip was in the best way to show this characteristic. I wanted to make it just strong enough that it wasn't "broken"

I was going to say that I also prefer a simple 11-or-higher D20 roll to settle the result, but it looks like you've already given that thought. A dice roll is definitely more "classic HeroScape," but I can see what you're going for with emphasizing luck. I still prefer the dice personally, but that's probably just the HeroScape purist in me.

Is Imp a suitable class? I'm not the most well-versed in high fantasy traditions (college sadly seems to have a problem with me finally reading Lord of the Rings), but I've always thought that imps were generally a species of monster.

I looked up what Imp was when creating the character - I could easily make him a rouge, however I wanted him to be mischievous, "trickster" type of character so rather than make him a rouge I just wanted to make him kind of like this little runt troublemaker figure
 
I'm not sure honestly ahaha It looks the same as when you last commented - is there somewhere that shows what its supposed to look like?
 
If you copy and paste these into the OP, your cards should show up:

Wilbin Goodbody: [IMG]https://image.ibb.co/mumqcq/Screen-Shot-2018-11-06-at-12-07-00-PM.png[/IMG]
Gunnvaldr: [IMG]https://image.ibb.co/jqQvtV/Screen-Shot-2018-11-06-at-12-06-19-PM.png[/IMG]
Zefra Wildforest: [IMG]https://image.ibb.co/nxSK3V/Screen-Shot-2018-11-06-at-12-07-12-PM.png[/IMG]


I've disabled the code from working in this post, but if you copy and paste it into your post the images should show up.
 
I looked up what Imp was when creating the character - I could easily make him a rouge, however I wanted him to be mischievous, "trickster" type of character so rather than make him a rouge I just wanted to make him kind of like this little runt troublemaker figure

Ah, I was unaware that Imp also functions as a class. I'd still personally prefer something else like Thief, Trickster, or Troublemaker for the class because Imp is probably always going to be tied to a species in my mind.

Screen-Shot-2018-11-06-at-12-06-19-PM.png


Gunnvaldr (Figure is from D&D: Icons of the Realms - Epic Level Starter Set , Human Barbarian)

Notes: My first impression was to somehow get this figure to play with the Tarn Vikings - Both are these wild barbarian/warrior types and I felt that Gunnvaldr would make a great leader. As I brainstormed, I started to think more broadly and I wanted to make a character bond thematically - so I decided to create/brainstorm a bonding similar to that of the Gladiators and Discipline Armies. I wanted a bonding that could move figures but not take turns with them as I felt that would make him too powerful so I decided to go with an ability that would lead his forces into battle with him, and for the sake of seasoning I made it semi obvious who I wanted to be the primary benefactor of Gunnvaldr's ability (the Tarns!) AS for his other ability Helm Splitter, I knew I wanted him to be a strong and tough leader so I felt giving him a unique buff of sorts that it would only benefit his character. However, after many play tests this past weekend I fear that his base attack stat may be too high but Helm Splitter can become very abusable and game breaking in many common circumstances. Also with such a power and a cost of 140, it seems like a no brainer. A cheap strong hero that can bond and kill anything? I think for the most part this character has a pretty distinct direction and now its just fine tuning how powerful he is going to be!

I was going to say that Gunnvaldr felt a little strong for his points given all of the buffs, but I think that the main reason is his attack, as you mentioned. Being able to go up to 7 attack (8 with height) for 140 points is a bargain, albeit not completely unprecedented when you look at official characters like Eltahale.

I'd suggest bringing down his base attack to 5, but keeping Helm Splitter. The power is pretty evocative of winding up a giant swing with that hammer, and it distinguishes him more from Valguard who benefits from moving to attack.

I'm not sure how I feel about the reuse of Berserker Charge Enhancement. We've seen multiple enhancement powers overlap before, but I'm not aware of any specific D20 enhancement power being reused on another sculpt. Combined with Wild War Cry, I'm not sure that the extra movement-enhancing ability is necessary.

Speaking of Wild War Cry, I really like the concept, and we haven't seen specific-number Order Marker powers outside of Ornak, which makes it feel unique. The wording does feel a little bit off, though that's a minor quibble. I'm slightly surprised that you called out 5 spaces, since the Tarn Viking Warriors have a move of 4. Calling out a Squad or Hero for a movement bonding ability also feels a little weird to me.

Here's a quick suggestion for alternate wording for the ability:
After revealing Order Marker 1 on Gunnvaldr and taking that turn with Gunnvaldr, you may take a turn with one Wild Squad or Hero that you control. During this turn, the chosen Squad or Hero may not attack and all of its special powers are negated.
This fixes the movement inconsistency between different Wild figures and avoids potential problems with abilities on the chosen cards. I don't believe that this has been done in classic HeroScape, though, so I could be off base here.

Also, as a quick aside, I saw that you mentioned a potential interest in C3V/SoV customs in your OP. If you decide that you want to go that route for this design, you'll want to keep C3V's Dreadgul Raiders in mind, since they would bond with Gunnvaldr.
 
Now that you've got the image posting part down, I'll give some feedback on the actual designs (because I can tell that you've put a lot of thought and care into these):

Wilbin Goodbody:

If I were you, I'd give Illusion Wilbin Goodbody his own card. Drop regular Wilbin down to 35 points and make his Illusion 10 points.

Then you'd have something like:
SLY ILLUSION
Wilbin Goodbody starts the game with 3 Illusion Markers on his Army Card. Before taking a turn with Wilbin Goodbody, if Illusion Wilbin Goodbody is not on the board, you may roll the 20-sided die. If you roll a 13 or higher, remove an Illusion Marker from this card and place Illusion Wilbin Goodbody adjacent to Wilbin Goodbody. After taking a turn with Wilbin Goodbody, you may take a turn with Illusion Wilbin Goodbody. Figures adjacent to both Wilbin Goodbody and Illusion William Goodbody subtract 2 from their defense.

and Illusion Wilbin Goodbody would have:

JUST AN ILLUSION (dumb name, but I came up with it on the spot)
Illusion Wilbin Goodbody does not start the game on the Battlefield. He must be placed on the battlefield by Wilbin Goodbody.

That's not 100% identical to what you have mechanically, but I think it's much smoother.

Somebody noted that your coin flip mechanic is the same as rolling 11+ on a d20. If you don't like the potential for boosts and all that, you could also make it an attack die:

HALFLING LUCK
If Wilbin Goodbody is attacked and at least one skull is rolled, you may re-roll one of the dice that showed a skull. If it does not show a skull, Wilbin Goodbody takes no damage.

I also think 8 move is a tad high. 7 is probably appropriate.

Gunnvaldr

Does Wild War Cry work on any Order Marker he reveals, as long as OM 1 is/was on him? If you want it to be only OM 1, it should say "before taking that turn".

Astro brought up the Dreadguls, and I really wonder if you designed him with them in mind. He'd be a cool bonding hero for them for sure.

I think it's probably worth dropping his attack to 5 (or 4) and increasing the non-moving bonus to +2.

Zefra Wildforest

A minor comment to start: If Deadeye Dan, 10 spaces away, attacks Zefra, it doesn't make much sense that Zefra can use First Strike to attack back.

Only one major comment here: First Strike breaks one of the niche rules of Heroscape. As a rule, a figure can only attack during its turn, and only one card can take a turn at a time. So you're having Zefra attack out of turn, which is a no-no.

I'd suggest looking at the Quick Draw power on Garrett Burns, which solves both the turn-stacking problem and the range problem.
 
Wilbin Goodbody:

If I were you, I'd give Illusion Wilbin Goodbody his own card. Drop regular Wilbin down to 35 points and make his Illusion 10 points.

Then you'd have something like:
SLY ILLUSION
Wilbin Goodbody starts the game with 3 Illusion Markers on his Army Card. Before taking a turn with Wilbin Goodbody, if Illusion Wilbin Goodbody is not on the board, you may roll the 20-sided die. If you roll a 13 or higher, remove an Illusion Marker from this card and place Illusion Wilbin Goodbody adjacent to Wilbin Goodbody. After taking a turn with Wilbin Goodbody, you may take a turn with Illusion Wilbin Goodbody. Figures adjacent to both Wilbin Goodbody and Illusion William Goodbody subtract 2 from their defense.

and Illusion Wilbin Goodbody would have:

JUST AN ILLUSION (dumb name, but I came up with it on the spot)
Illusion Wilbin Goodbody does not start the game on the Battlefield. He must be placed on the battlefield by Wilbin Goodbody.

That's not 100% identical to what you have mechanically, but I think it's much smoother.

Somebody noted that your coin flip mechanic is the same as rolling 11+ on a d20. If you don't like the potential for boosts and all that, you could also make it an attack die:

HALFLING LUCK
If Wilbin Goodbody is attacked and at least one skull is rolled, you may re-roll one of the dice that showed a skull. If it does not show a skull, Wilbin Goodbody takes no damage.

I also think 8 move is a tad high. 7 is probably appropriate.

I like these comments! It's tough to get the wording right sometimes when you have an idea for a unique ability. And for the Halfling Luck Ability, I think you've convinced me to change it to what you have written! I wasn't sure on how to re-create "luck" without the odds of calling a coin flip which was why I went in that direction initially. And if I have hopes of one day getting a figure (or figures hopefully!) into the C3V / SoV then I better play more in the sandbox. Regardless of that I think the change to dice from coin is a much better adjustment, plus you don't need to worry about situations where you don't have a coin on standby!

Gunnvaldr

Does Wild War Cry work on any Order Marker he reveals, as long as OM 1 is/was on him? If you want it to be only OM 1, it should say "before taking that turn".

Astro brought up the Dreadguls, and I really wonder if you designed him with them in mind. He'd be a cool bonding hero for them for sure.

I think it's probably worth dropping his attack to 5 (or 4) and increasing the non-moving bonus to +2.

I wanted the Wild War Cry to work similarly to Ornak's Red Flag of Fury. I definitely don't want it to be an ability that can be used through Bonding so perhaps it does need to be re-worded to make that more clear. Believe it or not while I was brainstorming this figure, I did stumble upon the Dreadguls and it did give me some inspiration, in fact I originally wanted to named the figure Ulrick (father of Thorgrimm, Finn, and Valguard) but I didn't feel comfortable making a card for a "semi-canon" figure that I didn't know much about (I did try to do some research but I couldn't come across anything new to me). I'm going to drop his attack to 5, in the couple of battles I tried him in he was destroying pretty much anything that engaged him. I did want him to be strong since he looks it but he can't be too strong otherwise there would be a disconnect and it would make him pretty unrealistic.

Zefra Wildforest

A minor comment to start: If Deadeye Dan, 10 spaces away, attacks Zefra, it doesn't make much sense that Zefra can use First Strike to attack back.

Only one major comment here: First Strike breaks one of the niche rules of Heroscape. As a rule, a figure can only attack during its turn, and only one card can take a turn at a time. So you're having Zefra attack out of turn, which is a no-no.

I'd suggest looking at the Quick Draw power on Garrett Burns, which solves both the turn-stacking problem and the range problem.

Good catch ahaha I meant to indicate that First Strike would only work on targets within her range. Out of the three cards posted so far she is the figure I've play tested the least and it was only one battle where she only destroyed 3 squad figures, so not really showing much of what she's capable of doing. The idea behind this card was to create a counter range like ability that wasn't counter strike. I've seen Garrett Burns's card before but it didn't stick in my mind when making this character (perhaps it wasn't until after I made this card that I saw his?) I like his Quick Draw power a lot, that seems to be very similar to what I had in mind for abilities... may even have to recycle that power!
 
IMG-3684.jpg


Babau Demons (Baldur's Gate Descent Into Avernus #014 Babau (Spear) (U) & Baldur's Gate Descent Into Avernus #002 Babau (Unarmed) (C) Found on https://www.miniaturemarket.com)

THOSE ARE TAILS BY THE WAY SO GET YOUR MIND OUT OF THE GUTTER

NOTE: I don't have a formal card made as I wanted to make something more polished before making a card

STATs:

Life: 1
Range: 1
Attack: 3
Defense: 3

Demons
Common Squad
Fiends
Terrifying
Medium 5

Abilities:

**NOTE: PHRASING IS NOT FINAL IT IS IN DEVELOPMENT***

Acidic Skin
When rolling defense, if at least one shield is rolled add 1 additional shield to the result. When rolling attack dice, opponents must roll more shields than skulls to block.

- For example: You roll 1 Skull, Your Opponent rolls 1 Shield. By this effect the opponent's figure would be destroyed.

- Another Example. You roll 2 Skulls, Your opponent rolls 3 shields. By this effect the opponent's figure successfully blocks.

- Final Example: You roll 3 Skulls, Your Opponent rolls 1 Shield. You would inflict only 2 wounds since the ability did not trigger.

(I'm not sure on the wording of it quite yet but I hope that the explanation helps you readers better understand what I'm trying to describe. I will also leave my thoughts below so keep reading)

Demonic Swarming
If 2 Babau Demons are adj. to an opponent's figure(s), you may take a turn with 1 Demon squad figure within 5 spaces of either Babau Demon you moved adj. to an opponent's figure(s).

MY THOUGHTS:

Conceptually, I really like this current direction. Previously I struggled trying to find the right balance of power to match the power of the Babau's physical capabilities. (Link here: https://forgottenrealms.fandom.com/wiki/Babau). Additionally as a personal decision whenever I do customs I try to make them work with figures I have and that is either through bonding singer or support. So I wanted to try to make a Blastrons/ Gladtrons army ft. Mezzo which dont get a lot of play from what I've seen and amongst people in my play pool. In the games I've test I haven't really been able to "swam" as much as the ability states. Often times the placement of the army really hurts the ability to capitalize and when you can the results can be lackluster. Also there was one occasion where based on the wording it seemed that you could activate the swarming power multiple times. I'm uncertain if I want to keep that open ended like that or if I want to include a cap but the real critique I have with this ability is the range. As I mentioned there isn't a lot of opppurtunity to activate so I was thinking of making it work similar to the river tribe and/or instead of 1 make it 2 OR further extending the range.

ACIDIC SKIN: Again, this idea is truly epic and I think its the closet thing about these guys in concept. I also mentioned how initially I had a hard time trying to balance the power of the acidic skin. Originally I had play tested with deadly strike (with 2 attack) and it just didn't feel like there was any "poison" or "acid" to any attack just felt like and omicron attack and I wanted this to feel unique. So after some brainstorming I decided to try and create something that felt like when you make a block with a shield or something the acidic eats a little bit at it and so I thought that having your opponent hoping to roll a ton of shields to overblock adds that terror. Below are some stats from the last 3 games tested

GAME 1:

# of Babau Demons: 10
*Army also included 2 Squads of Mezzos

# Attacks: 9
# Activated: 8
# Wounds*:8
Kills: 5 (1 Hero)[MQ10]

*= Killing of a squad figure counts as 1 wound

Opponent: x2 KOW, x1 Gilbert, x1 MQ10, x1 Alastar

Notes: Tore open Q10 when attacks possible but not w/o losing a couple demons. Close game ending with Victory for Demons
===

GAME 2:

# of Babau Demons: 10
*Army also included 2 Squads of Mezzos

# Attacks: 20
# Activated: 5
# Wounds*:15
Kills: 11 (2 Hero)[Shurrack][Azunak]
-Assisted on 3 Kills and 2 Wounds

*= Killing of a squad figure counts as 1 wound

Opponent: x3 Heavy Gruts, x1 Nerak, x1 Azunak, x1 Shurrack

Notes: Was very interested to see how this match up would be, I was expecting carnage. Babaus trading blows with the Heavy Gruts but again not really swarming. Like the first game didn't manage to get past halfway on the map but can maintain board presence. Out of the three this seems to be the best game so far - Close victory for Demons

===

GAME 3:

# of Babau Demons: 10
*Army also included 2 Squads of Mezzos

# Attacks: 14
# Activated: 6
# Wounds*:10
Kills: 4

*= Killing of a squad figure counts as 1 wound

Opponent: x2 Greenscales, x1 Nilfheim, x1 MQ9

Notes: Wanted to test against very strong heroes, I was worried that the power of the acidic skin was too strong. This battle while a loss was one where the power of acidic skin again was seen on full display. Not only dealing damage but surviving multiple attacks, made me wonder if that was too strong BUT I am reminded that this is a two unit squad and they typically are more durable but at a cost. Took 1 Babau to nearly kill Q9 (3 wounds) but was picked off by Nilfheim. Shows a vulnerability to strong heroes which is nice but I wonder if they are too strong and many to be this strong it seems.

EDITS (As of November 9th 2020)

- I have since dropped the attack down to 2 Attack Dice. Reasoning behind this was that after some testing, it seemed really punishing on squad figures that miracle roll all shields (which can be momentous for battles) and I would rather reward those moments in a game thats already based on destroying figures. Additionally, after some theorizing and tests, Ive decided to continue with 3 defense. Combined with the ability, this doesn't improve the odds of rolling shields. Comparatively, Mezzos (a unit of inspiration) have the ability to pick and choose when to take wounds in combat situations so I didn't think it was too unorthodox and allowed for a unique defensive ability that shows how potent the Babau's acidic skin really is!

- I have also edited Demonic Swarming.

From…

"If 2 Babau Demons are adj. to an opponent's figure(s), you may take a turn with 1 Demon squad figure within 5 spaces of either Babau Demon you moved adj. to an opponent's figure(s)."

To…

After attacking with both Babau Demons, you may move 1 Demon Common squad you control 5 space.

Again, I state my bias for making customs that work with figures I have in my collection (I currently only have Mezzos as the sole demons in my collection) so when brainstorming for these guys I needed to see how other squads worked with other squads. Unless you're the vipers, tarn vikings, Marro drones, Yari's and Harq's (with Kato), squads not only do not take turns with other squads but also seldom have more attacks than figures on the army card. Additionally, the phrasing seemed to take a page out of the Mohican River Tribe's book which left a sour taste in my mouth. I realized as much as I like that unique interaction I dont want to repeat and reuse it on a different unit. I wanted something similar to but not the same as and the same can be said about the gladatrons and the blastatrons. The current phrasing is similar however the interaction is different as well as the conditions to activate. Now admittedly I have only tested the dice based mechanics of this unit but soon I plan on testing this ability as well and I plan on further updating this concept thread
 
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Sir Lorem (Waterdeep Dungeon of the Mad Mage #014 Veteran Leader (U)) Found on https://www.miniaturemarket.com)

NOTE: I don't have a formal card made as I wanted to make something more polished before making a card

STATs:

Life: 6
Range: 1
Attack: 3
Defense: 3

Human
Unique Hero
Champion
Fearless
Medium 5

Abilities:

**NOTE: PHRASING IS NOT FINAL IT IS IN DEVELOPMENT***

Fearless Assault

(I want to shout out the to LOTR Heroscape for being a massive inspiration to this figure's development. This figure kinda reminded me of Aragorn and I found a custom LOTR Heroscape card with a similar ability but I made some adjustments to this figure's.)

When Sir Lorem attacks a figure or a destructible object, if the defending target was not adjacent to Sir Lorem at the start of this turn, Sir Lorem may either add 2 combat dice when rolling for a normal attack OR Sir Lorem may attack an additional adj. figure or destructible object.

MY THOUGHTS:

Admittedly a favorite time wasting habit is miniature shopping and while browsing I stumbled upon this model and instantly needed it… he just looked so heroic and epic and cool (you get the idea). However, when brainstorming my adoration needed to be toned down and I needed to keep this excitement in the realm (and rules) of the game.

This model seemed destined to me right away to be another Human Champion, but I had to consider what is the style of those heroes/ army. I also needed to familiarize myself to each Champion to get an idea of the balance of power and capabilities. Two swords to me immediately think of some way to go either double or a powerful single attack. But also understanding that swords have weight I needed to scale down my expectations and think about how that affects this characters ability to fight. Having two swords is his unique fighting style and I wanted players to be able to experience that but in a way that fights the rules of the game. (Which lead me to look here and then eventually to the LOTR Heroscape pages so S/O to them again and thank you for the inspiration)

An immediate issue began to make itself clear that this figure may cannibalize Alastair's role in this army. Alastair (other than being amongst my favorite figures) has a very unique place in the game and dont think its foolish to say that any who knows heroscape almost certainly knows who Alastair is and while I was creating Sir Lorem and my desire to make him this dazzling offensive sword wielder I began to see no reason anyone would want to pick Alastair over this new hero.

Comparison

STATS

Life: Lorem 6 - Alastair 6
Move: Lorem 5 - Alastair 5
Attack: Lorem 3 - Alastair 5
Defense: Lorem 3 - Alastair 3

ABITITLES (SUMMARIZED)

Lorem
-Moving adj. to figure to attack, either +2 attack or double attack

Alastair
-Once per round double turn at the cost of 1 wound

I needed to re-word Lorem's Fear Assault ability so that he wouldn't have a soft attack of 6 (originally tried 4 attack and thats when this issue made itself known to me, who wouldn't want the option to roll 6 or 8 attack dice with no boosts?)In the name of balance and fairness (as well as job security unironically) I nerfed it down to 5 or 6 with the chance of doing it again if you find your self unadj. on your following turn. Truthfully I haven't recorded a lot fo the testing data from the handful of games featured but from all the games played, the chance he had to Fearless Assault multiple time in a round was not a frequent as I feared. Also given his low defense he was chipped plenty but only defeated once or twice.

Overall, I'm pretty excited and eager to keep working on Sir Lorem. I feel he can bring something unique and refreshing to the double of Human Champions as well as being really simple and straight forward to play, I will continue to update this and other posts as I test and record data.
 
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Azunak (Orc #5/7 D&D Icons of the Realms Monster Pack: Village Raiders) Found on https://www.miniaturemarket.com/wzk72929.html)

NOTE: I don't have a formal card made as I wanted to make something more polished before making a card

STATs:

Life: 4
Range: 1
Attack: 3
Defense: 3

Orc
Unique Hero
Champion
Wild
Medium 5

Abilities:

**NOTE: PHRASING IS NOT FINAL IT IS IN DEVELOPMENT***

Rivalry

If an opponent's figure that is adjacent to Azunak attacks with a normal or special attack onto an Orc Common Squad figure also adjacent to Azunak, it must attack Azunak.

(Basically Combat Challenge from Tandros Kreel but only for Orc Squads)

MY THOUGHTS:

When conceptualizing, I think the hardest thing outside of curving my ambitions was figuring out the name for this guy. Right away I knew this Orc looked to be the sort of guy that liked to get his hands dirty and loved a good fight so I knew he had to be one of those kinds of figures but how to go about balancing that compared to other orc heroes?

Tornak - Highest Stats, Orc Warrior Boosts
Ornak - Move 2 Heros, Blanks = Skulls Aura
Nerak - Orc Specific Raelin
Grimank - Squad figure killer, Orc Warrior Boosts

Looking at the list of figures above, it seemed really redundant not to mention role stealing from the other orc heroes if I just slapped on a similarly worded Orc Warrior Attack Aura or whatever. Additionally, each figure played a certain type of way and also supported their Orc Army in a unique way which allowed for different play styles. So for this figure, I decided to be supportive and work within the Orc Army but function in a very different thematic way - Orc Combat Challenge! Tandros Kreel is a very underrated and unique figure within the game and I especially love the Combat Challenge ability on his army card. While yes this is essentially Tandros's role, the friend that will willingly take on your bullies as they go to beat you up but Tadnros also is stronger, more durable, and has range which make him much better at this role than Azunak. Simply, Azunak will provide this similar role in an army where this kind of interaction takes place often and because it takes place so often it will require us to have to sacrifice any dreams of giving him an aura ability to boost his orc friends. But no matter and fear not! This mighty champion needs no aura to be at service to his orc comrades! Just charge into battle and challenge your opponent's mightiest heroes man to man!

In all the games played, he has been really durable (now this is not me saying he is a tank I remind you all his stats are 4 Life 3 Defense) and helped sustain the orc onslaught by protecting orcs at crucial choke points on the maps tested on (Broken Skyline, Above the Mire, Esenwein Manor)
 
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