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Customs by Alexandros - Horror-inspired customs and more

Alexandros

Active member
Site Supporter
Howdy, all.

I'm currently working on a batch of customs inspired by horror and silver-screen tropes. The approach to design taken by Wizards of the Coast when developing Innistrad was a huge inspiration here- these designs are top down customs, meaning I focused on the flavor and went from there. I'll sort these into better categories as I move forward.

Abner Crow :valkrill:
Unique Hero
tumblr user lilyachtyismyfriend said:
Rootin’, tootin’, toil n’ shootin’
Fire burn and cowboy bootin’
Eye of newt and spicy beans,
Toe of frog and denim jeans,
Whiskey, grits, n’ demon spittle
tossed into my iron griddle
With the tannin’ of our hides,
Somethin’ wicked this way rides
Spoiler Alert!

Abner Crow is a vile, masochistic outlaw, cursed by the fae to walk the earth much longer than any normal man should.

King Yeren :aquilla:
Unique Hero
SCP-6666 by djkaktus said:
I remember the first time we laid eyes on them. It was on a summer night, and there was a dune that rose high above our citadel to the west. You could see them from all that distance - they were these massive things, taller by far than any man, covered in matted hair, all over their body. They were like… like if someone described a man to you, but they had never really seen a man themselves.
Spoiler Alert!

King Yeren is the reclusive king of the Quasatch. His cryptid-like presence confuses and terrifies outsiders who dare enter the Ticalla Jungle. (This is actually an older custom, but the concept was pretty strong and he has played well in initial tests, so I'm reposting him.)

Other, more recent Customs
Coming soon.

Older Customs
These customs were made a long time ago and may not be the most balanced. These were very useful as a learning exercise in custom development, but I'm not as eager to finish these projects now as I once was. I will likely reuse a number of these ideas in other customs going forward.
Spoiler Alert!
 
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Re: Amarant's Customs [Warhammer Quest + More] (Feedback Wan

These are some excellent-looking figures and I'm surprised no one has commented thus far, so now that I've got some time I'll give you my :2cents:, both in regard to the unit and the wording as you requested:

Knight Questor: Solid figure, and I'm glad his aura clashes with Raelin's. For the wording, I would remove "Would become the target of an attack" and change it to just "is attacked", since the power doesn't cause the target to change like Mistweaver's Glimmermist power does. Otherwise the wording checks out :up:

Mistweaver Saih: Goes without saying for Warhammer, but that is a killer sculpt. Illusory Assault is insanely strong against swarms; probably demands a limit of attacks or a price hike. For Glimmermist I would say "If you roll a 15 or higher" instead of "On a result of 15 or higher."

Excelsior Warpriest: Odd that he is unique while the gryphhound is not, especially with the generic title name. Otherwise he is a solid figure. Despite the pointlessness of it, if we're gunning for syntax I would specify that Sigmar's Boon does nothing on a failure: "If you roll a 1-11, nothing happens."

Tenebrael Shard: This one may be my favorite: gives off a great "dancing through battle" theme with the multiple attacks while moving. There may be some redundancies in the power wordings, but if you ask me it's better safe than sorry to avoid confusing people. So I'd keep it as written.

Slaughter Priest: He's actually quite nice, healing friends while he dishes out punishment ;). I'd recommend using "an opponent's figure" over "an opposing figure" if we're gunning for Official-sounding syntax. For Thirst For Battle, I'd also swap it so it reads "As long as a figure an opponent controls was destroyed this Round, Slaughter Priest rolls two additional attack dice."

Gryphhound: I'd recommend the following wording: "Whenever a friendly Unique Hero adjacent to this Gryphhound attacks, they roll one additional attack die. No more than one die can be added from the Loyal Companion Special Power." Or something like that.

Horrors of Tzeentch: Extremely cool idea with the splitting units, though the wording does confuse me. Do the non-Pink horrors start the game on their Army Card? Can destroyed non-Pink horrors be spawned with the power? There's no reference to them starting the game off the battlefield a la Rechets of Bogdan so I am not sure. Also note that the Brimstone Horrors have the Blue Horrors hit zones in their Army Card.

Skaven Deathrunner: Illusory Twin is a cool power to be sure, but since you don't get to take a turn with both copies it seems a bit redundant other than giving him more options of who to attack across the board (though it gives the enemy more chances to attack him as well since both copies share Life Total). Wording on the power checks out despite its complexity, so that is good.

Grots: Pretty nifty little swarming squads. 30 Points for a 4-man Squad is super cheap, making them very cost-effective. Wording on the power checks out :up:

The Guant Summoner: Quite powerful and fitting for a boss character. I like 'im. Flying is usually listed as the last power a unit has. For Warptongue Blade I would have the "add 2 to your roll for every wound marker on that figure's Army Card" as a separate sentence, then "If you roll a 15 or higher, add 2 additional wounds." Lastly the text in Book of Profane Secrets says Shadow Cast Special Attack instead of the correct SA name (a mistake I've made more times than I can count).

The Archivist: Areotech Expert is pretty cool, though I am uncertain if it works when the Archivist is taking a turn or any unit you control. Atomic Disassembler is also pretty nifty at blocking Raelin. As there is no official precedent on a power like this I'd say the wording is fair, though you could also say "the defending figure may only roll a number of dice equal to their defense value when defending against Atomic Disassembler Special Attack." I myself used "Figures attacked by X may not add extra shields or roll extra dice by any special power on an Army Card or Glyph" as the wording for a similar power.

Overall, very well done. It would indeed be a shame to let such gorgeous figures go to waste :up:

~TAF
 
Re: Amarant's Customs [Warhammer Quest + More] (Feedback Wan

These are some excellent-looking figures and I'm surprised no one has commented thus far, so now that I've got some time I'll give you my :2cents:, both in regard to the unit and the wording as you requested:

Knight Questor: Solid figure, and I'm glad his aura clashes with Raelin's. For the wording, I would remove "Would become the target of an attack" and change it to just "is attacked", since the power doesn't cause the target to change like Mistweaver's Glimmermist power does. Otherwise the wording checks out :up:
Great feedback, and sensible changes. I've changed the card.

Mistweaver Saih: Goes without saying for Warhammer, but that is a killer sculpt. Illusory Assault is insanely strong against swarms; probably demands a limit of attacks or a price hike. For Glimmermist I would say "If you roll a 15 or higher" instead of "On a result of 15 or higher."

This makes sense. My intent was to allow Mistweaver to attack twice, but different targets. I've changed the card to read: "When Mistweaver attacks with Illusory Assault Special Attack for the first time each turn, it may attack with Illusory Assault Special Attack one additional time if it attacks a different figure."

Excelsior Warpriest: Odd that he is unique while the gryphhound is not, especially with the generic title name. Otherwise he is a solid figure. Despite the pointlessness of it, if we're gunning for syntax I would specify that Sigmar's Boon does nothing on a failure: "If you roll a 1-11, nothing happens."

I totally get that. My intention was to make it unique for selfish reasons because I'm not buying and painting more- LOL. That said, I could see making it an uncommon hero. Worth noting that I intend for multiple different unique units to bond with Gryphhounds, as many characters in the AoS universe choose Gryphhounds as companions.

Tenebrael Shard: This one may be my favorite: gives off a great "dancing through battle" theme with the multiple attacks while moving. There may be some redundancies in the power wordings, but if you ask me it's better safe than sorry to avoid confusing people. So I'd keep it as written.
Thank you! This was one of my favorites as well. I appreciate that you made me revisit the card, as one of his power names wasn't bolded.

Slaughter Priest: He's actually quite nice, healing friends while he dishes out punishment ;). I'd recommend using "an opponent's figure" over "an opposing figure" if we're gunning for Official-sounding syntax. For Thirst For Battle, I'd also swap it so it reads "As long as a figure an opponent controls was destroyed this Round, Slaughter Priest rolls two additional attack dice."
Thanks! Suggestion noted and card changed accordingly.

Gryphhound: I'd recommend the following wording: "Whenever a friendly Unique Hero adjacent to this Gryphhound attacks, they roll one additional attack die. No more than one die can be added from the Loyal Companion Special Power." Or something like that.
Do you think there's a power issue with multiple Gryphhounds banding together? I had intended for this to be possible.

Horrors of Tzeentch: Extremely cool idea with the splitting units, though the wording does confuse me. Do the non-Pink horrors start the game on their Army Card? Can destroyed non-Pink horrors be spawned with the power? There's no reference to them starting the game off the battlefield a la Rechets of Bogdan so I am not sure. Also note that the Brimstone Horrors have the Blue Horrors hit zones in their Army Card.
I'm not sure how to workshop these. But I would say yes, and yes. Whichever horrors don't start included in your force are put on their army card. Thank you for the note with the horror hit zone- I'll fix it if I can find an updated wording.

Skaven Deathrunner: Illusory Twin is a cool power to be sure, but since you don't get to take a turn with both copies it seems a bit redundant other than giving him more options of who to attack across the board (though it gives the enemy more chances to attack him as well since both copies share Life Total). Wording on the power checks out despite its complexity, so that is good.
There might be a more sensible way to justify the Deathrunners splitting, but I thought the wound removal clause would help reward you when your opponent fails the roll.

The Gaunt Summoner: Quite powerful and fitting for a boss character. I like 'im. Flying is usually listed as the last power a unit has. For Warptongue Blade I would have the "add 2 to your roll for every wound marker on that figure's Army Card" as a separate sentence, then "If you roll a 15 or higher, add 2 additional wounds." Lastly the text in Book of Profane Secrets says Shadow Cast Special Attack instead of the correct SA name (a mistake I've made more times than I can count).
Reasonable changes, and I've made them.

The Archivist: Areotech Expert is pretty cool, though I am uncertain if it works when the Archivist is taking a turn or any unit you control. Atomic Disassembler is also pretty nifty at blocking Raelin. As there is no official precedent on a power like this I'd say the wording is fair, though you could also say "the defending figure may only roll a number of dice equal to their defense value when defending against Atomic Disassembler Special Attack." I myself used "Figures attacked by X may not add extra shields or roll extra dice by any special power on an Army Card or Glyph" as the wording for a similar power.
Again, great feedback! I'm considering changing Archeotech Expert to the following: "When taking a turn with The Arcivist, before moving, you may look at one face down glyph on the map or unrevealed order marker on an army card an opponent controls, then put it back."

Thank you so much for your time. I'll be updating this with some additional cards I've designed in the last few days.
 
Re: Amarant's Customs [Warhammer Quest + More] (Feedback Wan

OP updated with the following new units:
Stormcast Crypt Hunters (Expansion Unit)
Tzaangors (Silver Tower Adversary)
Slop, Chaos Familiar (Silver Tower Glyph)
 
Re: Amarant's Customs [Warhammer Quest + More] (Feedback Wan

Gryphhound: I'd recommend the following wording: "Whenever a friendly Unique Hero adjacent to this Gryphhound attacks, they roll one additional attack die. No more than one die can be added from the Loyal Companion Special Power." Or something like that.
Do you think there's a power issue with multiple Gryphhounds banding together? I had intended for this to be possible.

Ah I see. The power specifies (Max 1) to the Attack boost, so I figured that meant that the intent was not to allow multiple Gryphhounds to boost a single figure. In that case you could simply borrow the wording on Finn's power: "All friendly Unique Heroes adjacent to this Gryphhound add 1 die to their Attack."

~TAF
 
Re: Amarant's Customs [Warhammer Quest + More] (Feedback Wan

Gryphhound: I'd recommend the following wording: "Whenever a friendly Unique Hero adjacent to this Gryphhound attacks, they roll one additional attack die. No more than one die can be added from the Loyal Companion Special Power." Or something like that.
Do you think there's a power issue with multiple Gryphhounds banding together? I had intended for this to be possible.

Ah I see. The power specifies (Max 1) to the Attack boost, so I figured that meant that the intent was not to allow multiple Gryphhounds to boost a single figure. In that case you could simply borrow the wording on Finn's power: "All friendly Unique Heroes adjacent to this Gryphhound add 1 die to their Attack."

~TAF
That's so strange. I have no recollection of putting (max 1) there. 💀 I'll have to edit that tomorrow. Thank you again much for the feedback.
 
Re: Amarant's Customs [Warhammer Quest + More] (Updated 2/9/

OP updated with the following new units:
Chainrasp Horde (Expansion Unit)
Cairn Wraith (Expansion Unit)
Kreth Soulvoid (Expansion Unit)
Fyreslayer Doomseeker (Silver Tower Champion)
 
Re: Amarant's Customs [Warhammer Quest + More] (Updated 2/9/

The figures you're using look fantastic, and I like quite a few of the designs. I assume that the minis are unpainted?

Knight Questor
I would recommend reusing Combat Challenge rather than creating a new power. As it is, if a figure is engaged with both Knight Questor and Tandros Kreel, they wouldn't be able to attack at all since the powers directly contradict each other. You can fix this by saying:
COMBAT CHALLENGE
If an opponent's figure that is adjacent to Knight Questor attacks with a normal or special attack, it must attack a figure with the Combat Challenge power.
That's modified wording from an official power, but it's necessary wording to fix conflicts (the figure would simply have to attack Tandros if engaged to both figures) and can safely be used on other units as well.

I'm not a big fan of Protect the Weak. I get the desire to prevent stacking with Raelin, but it also feels weird that he'll only protect friends who aren't standing next to bushes or when you don't have the Glyph of Gerda, for example. It's probably better from a metagame perspective, but it feels a bit clunky to me. It is worth noting that if there isn't any Knight synergy planned, the requirement to take a turn with him each round to activate the bonus is pretty restrictive (I've experimented with similar styles of aura powers before that are limited to revealed OMs, and they're not as big of a problem with Raelin-stacking as you would expect).

My only other note here is that Death Knight Bonding (from the Relentless personality) feels odd, but that onus is on the DKs themselves. It still feels weird and at odds with a Jandar Knight who wants to protect the weak, though.

Mistweaver Saih
She feels tough for a HeroScape Elf Wizard (they typically have higher life and low defense), but that's fine since I presume she comes from a different planet than Feylund anyway. I like the changed Illusory Assault now that she can only attack twice per turn. I would recommend replacing the "it" pronouns with "she/her," though, since the bio refers to her as such.

I do have some suggestions for wording Glimmermist, taking inspiration from the Nakita Agents:
GLIMMERMIST
Whenever Mistweaver Saih is targeted for a normal or special attack, you may roll the 20-sided die. If you roll a 15 or higher, Mistweaver Saih may not be targeted for that attack.
You could take further inspiration from the Nakita Agents (mostly by removing hitzones for the remainder of that turn) depending on the intended theme, but I think that the first sentence better evokes standard "targeting" in HeroScape.

Excelsior Warpriest
Sigmar's Boon is a fun power, but it seems very powerful for just 70 points on a figure with those stats. 6 spaces is a pretty generous range, and even if the odds are a little under half, bonding ensures that his turns won't be a waste anyway. I'd suggest either a slight points bump, a decrease in stats, or a smaller range for the heal.

In terms of wording, I would suggest capitalizing "Gryphhound" in the bonding power. It is also worth noting that since the species and card name are the same, there's some ambiguity here if you ever wanted to make a different type of Gryphhound. If that's the case, I would suggest renaming the Gryphhound itself to "Gryphhound Guard" or something and leave the bonding open to any Gryphhound Hero.

Gryphhound
Other than the notes above, I do have a quick suggestion for wording, since I see that the intent was to allow the power to stack:
LOYAL COMPANION
Whenever a friendly Unique Hero adjacent to this Gryphhound attacks a figure engaged to this Gryphhound with a normal attack, it rolls one additional die.

Tenebrael Shard
Just as a quick heads-up, the Imgur image here seems to be broken.

Fyreslayer Doomseeker
Even if the Throwing Axe SA doesn't have any remarkable conditions, I think that it should have some text underneath it still. You could fix this by just changing "Attack 3" to "Attack 3 + Special." and then add in a line like "When attacking with Throwing Axe Special Attack, Fyreslayer Doomseeker rolls an additional attack die if there is a Rune Marker on this card."

I'm not a fan of needing to remember whether he has killed a figure this round or not. IMO, it'd be simpler and more straightforward to just remove the Rune Marker from his Army Card at the end of each round, and then let him place it on the card whenever he kills a figure.

It's also worth noting that as a Dwarf, he bonds with Axegrinders. A 4 attack SA on a bonding hero has the potential to get pretty nasty, even if he has to consistently get kills to maintain it.

Slaughter Priest
I'd recommend a similar marker mechanic to the Fyreslayer Doomseeker to avoid having to remember whether a figure was destroyed each round. For example:
THIRST FOR BATTLE
Slaughter Priest starts the game with one Slaughter Marker. When an opponent's figure is destroyed, you may place the Slaughter Marker on this Army Card. While the Slaughter Marker is on this card, Slaughter Priest adds 2 to his Attack value. At the end of each round, remove the Slaughter Marker from this card.
I also have some wording suggestions for Sacrificial Rite:
SACRIFICIAL RITE
Whenever Slaughter Priest inflicts one or more wounds on an opponent's figure, you may remove up to one wound marker from the Army Card of a friendly Unique Hero within four clear sight spaces.

That's all that I have time for now, but I'll try to make another pass sometime to see the rest of the designs. Nice work! :)
 
Re: Amarant's Customs [Warhammer Quest + More] (Updated 2/9/

Thanks for the feedback guys! I don't have a lot of time today to make a lot of the edits I should, but I have fixed the broken link for Tenabrael Shard. I'll come back later and make a pass on some of the others.
 
Re: Amarant's Customs [Warhammer Quest + More] (Updated 2/9/

Dreadwarden Inspiration is a really fun ability, I was wondering how the chainrasp faction was going to be tied together until I got to that point. The common squad will probably still struggle as much as things like Phantom Knights would given their attack but I appreciate that all the Chainrasps have stealth flying.

I'm curious to see how they play and where you envision them winding up as a small faction, they definitely have a lot of emphasis on defense with their stats across the board with the heroes having abilities that bring up their offensive considerably. I almost wish they had a ranged attacker or rather I would play them with one because I think the common squad would make an effective screen.
 
Re: Amarant's Customs [Warhammer Quest + More] (Updated 2/9/

Dreadwarden Inspiration is a really fun ability, I was wondering how the chainrasp faction was going to be tied together until I got to that point. The common squad will probably still struggle as much as things like Phantom Knights would given their attack but I appreciate that all the Chainrasps have stealth flying.

I agree that this is a cool faction, though I don't see the squad struggling at all compared to the Heroes. Their first ability fixes their Defense at 5 which means that they suffer none of the penalties Dreadwarden Inspiration grants. Couple that with their numbers and you're looking at a buff of +6/-0 compared to the +2/-2 of any of the Heroes using DI. A three man 4/5 squad with 6 Move and Stealth Flying is pretty strong, though they fortunately are expensive and don't get any defense bonuses from Raelin or Height. I'd have a hard time justifying drafting the Cairn Wraith in a Chainrasp army--if I really needed to swing at someone for 6 I'd just have Kreth Inspire himself.

The Chainrasp Horde is balanced by their price tag (and needing a 130-point Hero to be more than discount Shades of Bleakwoode), though I'd recommend a buff to the Cairn Wraith (who'd be super-deadly if he got to reroll just dice that didn't show Skulls) and a nerf to Kreth (who could use a Range limit on his Inspiration so he isn't just sitting in the Start Zone all game).

Lastly it is odd that Chainrasp is their choice of Race instead of Class, given that this makes them technically not Undead. I remember having to make Spirit a Class just to avoid this very issue. Much like Soulborgs there are just so many powers and abilities specific to Undead that it's hard not to have.

~TAF, always approves of more spooky units
 
Re: Amarant's Customs [Warhammer Quest + More] (Updated 2/9/

Sat down the other night to play a game with some friends and to my surprise, some of them actually reached for these customs in addition to some C3V groups we didn't previously own. One player chose to draft the Knight-Questor alongside some Cathar Spearmen, and the other drafted a couple squads of the Horde with Kreth and Mistweaver. After I read the cards, it immediately became obvious that the Horde doesn't get the debuff it's supposed to get- I changed the wording of their power and hopefully fixed that. I added a range to Kreth's inspiration as suggested above, and changed their race and class.

Additionally, I realized that the Gryphhound are kind of a nonbo with the Stormcast Crypt Hunters. I've changed the Gryphhound's power to affect unique figures and slightly adjusted it's cost. I'll upload new images shortly.

I've also fixed Knight-Questor to have Combat Challenge, and removed the X Marker requirement from Protect the Weak.

EDIT: Images should all be updated now. I will probably rebalance Cairn Wraith as he doesn't currently seem to be worth drafting.
 
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Re: Amarant's Customs [Warhammer Quest + More] (Updated 2/18

Added King Yowie to the HeroClix customs section.

BrfNiN1.png
 
Re: Alexandros's Customs [Warhammer + More] (Updated 2/18)

I recall seeing the King on discord a while back.

I think you have some good themes of intimidation and rage on this guy. The life almost seems kinda low for the gains on that sculpt but I understand that numbers need to be reigned in for balance and not biceps lol.

He can definitely smack down a threat with his 10 dice after getting angry and threat display acts as a nice support ability for whatever you are running. He will definitely be potent in a late game scenario with his anger markers where he can just say no to kiting once or twice. Really good themes for a beast-king :D I think he fits in alongside the quasatch hunters even without any hard synergy between them.
 
Re: Alexandros's Customs [Warhammer + More] (Updated 2/18)

Stopping in for another round of feedback. :)

Adversaries
Horrors of Tzeentch
Spoiler Alert!

Skaven Deathrunner
Spoiler Alert!

Skaven Deathrunner
Spoiler Alert!


Tzaangors
Spoiler Alert!

Grot Scutlings
Spoiler Alert!

Gaunt Summoner
Spoiler Alert!

Horrors of Tzeentch
I really like the splitting concept here. The power names leave a bit to be desired, I think, in that each "Horrors of Tzeentch" power is actually distinct from the rest (the Pink and Blue Horror Splits are also different despite the same name). An easy fix could be to name them "Greater Horrors of Tzeentch," "Horrors of Tzeentch," and "Lesser Horrors of Tzeentch," for example, which would also make the power hierarchy easy to immediately parse. A good example could be the Wildwoods from C3V--they have a similar ordered structure of different army cards, but the stats and names insinuate this to make it more immediately apparent. The decreasing sizes here help, but perhaps some more evocative names could make that aspect even stronger.

I think that it's also worth mentioning that the Blue and Brimstone Horrors shouldn't start on the battlefield normally, akin to some other units like the Airborne Elite or Retchets of Bogdan with special placement rules.

I'm also curious as to how these guys play. On paper, 180 points for the full set seems a bit expensive for what they bring to the table and their frailty, but they should be relatively easy to develop thanks to spawning more figures where they die, and armies with few attacks per OM will struggle to kill more than will spawn. They'd be pretty cool as a dungeon crawl enemy, and it's a really fun concept either way.

Skaven Deathrunner
I like the illusionary twin concept here, but the mechanics are a bit unclear from the card to me. Is the additional figure always tracked separately from the first one, and if so, is it intended to be able to be placed adjacent to the original Skaven Deathrunner even when it was already on the battlefield? As currently worded, I think that's how it would work, but it seems a bit counterintuitive to me.

Thematically, it feels a bit weird to me that wounding either Deathrunner will still wound the hero (and if the "illusion" is killed, then the actual Deathrunner is also healed), but sharing Unique figures like this is a neat idea. It might be possible to achieve a similar effect with a Unique Squad and some Markers to represent wounds, too.

Tzaangors
I don't have much to say on this one. It's a solid design; they're tough but capable of dealing a lot of damage in the right situation. Perhaps renaming the power to "Greatblade Assault" to better reflect the structure of Whirlwind/Shaolin/Master's Assault would be a good idea to immediately portray the mechanics to people familiar with those figures.

Grot Scutlings
These guys probably aren't too strong, but it's worth noting that they're the cheapest price-per-figure unit in the game, since you get four of them for just 30 points. Web Em Up is just a nice bonus to their stats for that price, and their real strength is probably just in sheer numbers, especially if there isn't a starting zone hex limit.

It's also worth noting that I would very rarely consider taking the Stabba Grots over the Huntin Grots. +4 range will often let them grab height to still get two attack, and the added flexibility is probably worth losing out on one attack die since it gives them a lot of utility in being able to bypass nasty stuff like Samurai or the Quorik Warwitch.

Gaunt Summoner
This guy's pretty terrifying against heroes between Warptongue Blade and his Book of Profane Secrets SA. Replacing Minions of Utgar is a strong utility given their price and defensive durability, but potentially restarting another Horror infestation is another big use here (and it definitely puts their 180 points into a new light... Although I'd argue that the cost for that synergy should be represented on this card anyway, which it seems to be for his 180 points).

I think that Warptongue Blade is already really frightening even without the added +2 to the D20 for each wound on the opposing hero, for what it's worth. Even if it's just a 30% chance to trigger, that's pretty terrifying to add on to a 6 range SA with 4 dice on a flying figure, and the Summoner is probably a pretty effective hero assassin.

This does make me wonder about whether the Horrors' Split is intended to work again with the revival. If so, then I'm not sure why a player would choose not to revive the Pink Horror, unless all of them have been revived already.

Once again, nice work on these guys. I think that the horrors are a really cool concept, and they look like a fun and terrifying force to go up against. :)
 
Re: Alexandros's Customs [Warhammer + More] (Updated 2/18)

It's been some time!

Added Enclave Hellfire Team to the Fallout: Wasteland Warfare customs section.
 
Re: Alexandros's Customs [Warhammer + More] (Updated 2/18)

A lot of my old stuff needs cleaned up but I've been kicking this idea around. Would love feedback on syntax and pricing.

ht029.jpg


Guerilla Fighter
Primadon
Uncommon Hero
Fighter
Tricky

4 Life
5 Move
6 Range
4 Attack
3 Defense

TACTICAL ADVANTAGE
After attacking with a Guerilla Fighter, you may move that Guerilla Fighter up to three spaces as long as he ends in a space:
-Of a higher level than the space he previously occupied, or
-That is adjacent to an obstacle or destructible object, or
-That is a shadow tile.

TOGETHER STRONG
After taking a turn with a Guerilla Fighter, for each skull that Guerilla Fighter rolled while attacking this turn, you may move a Primadon who did not attack this turn up to two spaces. A Primadon may only be moved by TOGETHER STRONG once per turn.

Points: 90-100???
 
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Re: Alexandros's Customs [Warhammer + More] (Updated 2/18)

oh yes! :D

Lots of fun stuff going on here. The conditional moving for tactical advantage is quite interesting. I understand the flow chart, might have to chew on the idea if there is any better wording. I'm guessing that the obstacle call out is to get them adjacent to jungle terrain for the +1 defense. Overall I like the idea that they fight and then retreat to a better position.

I think i'd start these guys at 80 to see how good their movement abilities are in theory. Uncommon heroes having this much to offer is really great.
 
Re: Alexandros's Customs [Warhammer + More] (Updated 2/18)

oh yes! :D

Lots of fun stuff going on here. The conditional moving for tactical advantage is quite interesting. I understand the flow chart, might have to chew on the idea if there is any better wording. I'm guessing that the obstacle call out is to get them adjacent to jungle terrain for the +1 defense. Overall I like the idea that they fight and then retreat to a better position.

I think i'd start these guys at 80 to see how good their movement abilities are in theory. Uncommon heroes having this much to offer is really great.

Thank you for the feedback. I agree that it's kind of a flowchart. I think the wording isn't smooth, but the gameplay feels like it might be. I suppose the only way to tell is to get it on a board and try it. Maybe 85 is an okay place to start?
 
Re: Alexandros's Customs [Warhammer + More] (Updated 2/18)

TACTICAL ADVANTAGE is a neat idea! It does suffer from the problem the Kozuke Samurai have; powers that are dependent on a condition that can't be resolved until after the power has been used. It's a thorny rules hole. For various reasons people usually suggest imitating the exact wording of the Kozuke Samurai as much as possible on such powers. I usually suggest just avoiding them outright, for instance by just making it a single space onto a qualifying hex that can be up to X spaces higher.

Presumably you mean for it to be a hex that meets any of the three conditions, and not all three of them? Might want to clarify that as well.

TOGETHER STRONG is a really cool idea.

Why so much attack?
 
Re: Alexandros's Customs [Warhammer + More] (Updated 2/18)

TACTICAL ADVANTAGE is a neat idea! It does suffer from the problem the Kozuke Samurai have; powers that are dependent on a condition that can't be resolved until after the power has been used. It's a thorny rules hole. For various reasons people usually suggest imitating the exact wording of the Kozuke Samurai as much as possible on such powers. I usually suggest just avoiding them outright, for instance by just making it a single space onto a qualifying hex that can be up to X spaces higher.

Presumably you mean for it to be a hex that meets any of the three conditions, and not all three of them? Might want to clarify that as well.

TOGETHER STRONG is a really cool idea.

Why so much attack?
Good call on the conditions - it's definitely supposed to be an or effect.

Re: the attack thing- it just didn't seem like you'd want to use an OM on him if he only has 3 attack and he only attacks once. I know this is a little high for most Primadons, but VC got away with 5 attack Gorillatroopers so I figure I'll try it this way and see. If it ends up too high, we'll address.
 
Re: Alexandros's Customs [Warhammer + More] (Updated 2/18)

Lowering the attack value lets you lower his point value as well and makes him easier to fit into gorillinator armies. But you're right; why make a single attack of 3 to get some variable bonus movement when you could just activate the gorillinators and get 3 attacks?

Even with 4 attack you can probably go closer to 80 points to start playtesting.
 
Re: Alexandros's Customs (Updated 2/18)

Another weird one. Working at a larger theme- will probably update the first post once I have a few I'm more comfortable with.

Yakeera Hunter
Yakeera
Uncommon Hero
Predator
Disciplined

5 Life
7 Move
6 Range
3 Attack
4 Defense

ACTIVE CAMOFLAUGE
As long as there are no wound markers on this Hunter's card, while occupying a non-water space, this Hunter cannot be targeted by opponents' non-adjacent figures for any attacks or any special powers that require clear sight.

PRECISION TARGETING SPECIAL ATTACK
Range 4, Attack 4
A figure defending against Precision Targeting may not roll more dice than it's printed Defense number.

FOR THE HONOR OF THE TRIBE
The first time Hunter destroys an opposing figure with a normal attack each turn, he may attack again.

Points: 105? Worried about Fyorlag bonding. Doesn't fly or drag people around like Wyvern does but does seem fairly versatile. Still probably not a better bonding option than something like Quahon, though.

large-dp-057-tiamat.jpg
 
Re: Alexandros's Customs [Warhammer + More] (Updated 2/18)

Lots of questions from me on this design; don't take them personally.

Nothing about this figure says "range," "4 defense," or even necessarily "5 life" to me. Why those design decisions? What's the story you're telling with the "Disciplined" personality? I like Active Camoflauge; why do wound markers disable it, though? I don't think the name of "For the Honor of the Tribe" really ties to the mechanics of the power.
 
Re: Alexandros's Customs [Warhammer + More] (Updated 2/18)

Lots of questions from me on this design; don't take them personally.

Nothing about this figure says "range," "4 defense," or even necessarily "5 life" to me. Why those design decisions? What's the story you're telling with the "Disciplined" personality? I like Active Camoflauge; why do wound markers disable it, though? I don't think the name of "For the Honor of the Tribe" really ties to the mechanics of the power.

No offense taken. Constructive feedback is always welcome!

It's a play on the Predator trope. It's invisible unless it's wet or bloody. It has range because it has a throwing spear. Life and range numbers are adjustable.
 
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