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Dr. G's Customs 2.0

Dr.Goomonkey

On vacation...
Site Supporter
Welcome to the beautiful world of Dr.G's customs 2.0. Here you will find countless (well, I haven't counted them) great (well...) customs, most of which haven't even been fully playtested! Look at that, that means you can playtest them! I know that's your favorite part... If you still haven't gotten your fill of playing with non-tested customs, you could check out my old customs, though that is not highly recommended (except maybe the Twisted Metal ones, I'm considering revisiting those... Now all I need to do is get minis for them!).


Work(s) in progress:

:utgar:Bob Oom
Spoiler Alert!



:utgar:Damisa
Spoiler Alert!



:aquilla: Zirnelkis
Spoiler Alert!



:jandar:A Man and his Pig
Spoiler Alert!


:valkrill:Demons(9)
Spoiler Alert!



:aquilla:Ishehdul-folks(3)
Spoiler Alert!




"Completed" Customs:

:valkrill:Fintana Na'e Fakamoleki "Hook"
Spoiler Alert!


:aquilla:GK 235
Spoiler Alert!


:utgar: (3)
Spoiler Alert!
 
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I love the sculpt on New Gok Sa, Dr.Goo. However, sorry to say, the design as currently written is full-on broken. To review:

  • Bonds with Romans
  • Ranged special attack (multiple attacks)
  • Taelord's aura for melee figures (like those Romans) with a range of 7
  • harder to kill than Q9

There's really no price point where that power combo makes sense.

I suggest you back off his toughness somewhat, re-work support fire to be much weaker (once per turn and only if unengaged would be a start - that's still extremely strong) and maybe limit his ranged special to OM reveals, and/or make him no longer a warlord.
 
Comparing him to Taelord I see what you mean. Perhaps:

Support Fire
After a friendly figure attacks an adjacent figure that is within 7 clear sight spaces and not adjacent to Ne-Gok-Sa, Ne-Gok-Sa may attack them with one attack die. Ne-Gok-Sa may not use Support Fire if there is a Cool Down Marker on this card.


Zettian Repeater Special Attack
Range 7. Attack 2.
When attacking with Zettian Repeater Special Attack, Ne-Gok-Sa may attack one additional time. If he targets the same figure with the first and second attacks, add one die to the second attack. When Ne-Gok-Sa uses Zettian Repeater Special Attack, place a Cool Down Marker on this card. Before you move Ne-Gok-Sa you may remove the Cool Down Marker from this card.

That's a lot of text... If it fits on the card it won't bother me too much, but it is clunky.
 
I updated the OP in regards to a playtest I did with @jesus20456 today. It was NGS and 2x Grok Riders vs. Marcus Decimus Gallus, Venoc Warlord, and 3x Roman Legionnaires. It came down to 3 life NGS vs 4 or so Legos. He outlasted the Groks by a long time, and this new version of Support Fire seems a lot more balanced than the attack buff version. ZRSA is good against squaddies and heroes alike.

5 life and 7 defense made him very very tough, so now hopefully he's just very tough with 4 and 7. I didn't really want to lower his life, but I can justify that the hardships of war have worn down NGS, even if he has armored himself more.
 
Well, here's the current incarnation of New-Gok-Sa:

dhibizhpehtcjrmf.png


I think this probably balances him, and opens him up to be in any army. :)
 
Hey Dr. G, let me know if you want a quick Photoshop job on the New-Gok-Sa card, so you get the "disappearing legs" effect.
 
New-Gok-Sa
I love the sculpt! Zettian Repeater special attack is a cool throwback to the Zettian Guards (I take it that's where his arm came from). I'm really not sure what to make of Support Fire. It's a cool concept and can give you enough of a stream of free attacks that I doubt I'd use his special that often just to take advantage of it. 1 attack is pretty low and it only works if the friendly figure failed to kill the unit in question but I suspect you can sneak it in often enough to be pretty scary. He's slow enough that I'd want to carry him out there but it looks like he can give a nice edge to your army just sitting behind a screen.

Sidhir the Bleakwoode Cultist
In cast I haven't commented on him before, he seems like a powerful addition to an undead army. For armies like zombies, killing a zombie in the back can actually help you better position them while also temporarily fueling his special. Having a strong ranged special can really help their army against certain foes and having 4 dead figures can be reached easily in an army like that.
 
@IshMEL if you ever want to improve things I have made, go right ahead. Actually... that goes out to everybody. Everything I do is public domain, and could probably use some improvement.

@Ixe , in the two games I've played with him, Support Fire has been pretty great. It isn't the most effective power in the world (especially against tough guys...), but it is nice to give your opponent a few more chances to whiff on defense. I'm not sure if you saw how the power originally worked, but it was an attack buff with a range of 7. Apparently that is overpowered. :? I think if the attack was 2 it would be too powerful.

Maybe decrease the defender's defense by one? Hmm... That seems thematic and mechanically sound to me. It would add to the clunky text, but I don't think he's going to be inducted into SoV anytime soon anyways. I think with only one attack die that probably isn't overly overpowered.

As far as Sidhir goes I haven't played with him in a long while, but he's pretty fun. He usually goes down before he can do too much damage though. I haven't done that with him, but that is an interesting idea. I usually play him with the Phantom Nights or Shades of Bleakwoode when I do use him, but I could still see sacrificing one or two. I would be much less inclined to do that with them than the Zombies though.
 
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If you pay attention to everything on this site, you probably saw me discuss a figure I got today in another thread and I came to the conclusion that I would make a custom for it. Well, here it isn't:

141539.jpg

Mech Warrior - Liao Incursion - Geo Keane - Jupiter #149

Goe Kaene (definitely not final) GK 235
Aquilla
Soulborg
Unique Hero
Guard (juggernaut? Guard seems lame but juggernaut implies toughness too much in my mind... Something will come to me [or you])
Fearsome
Large 7
Life: 3
M: 5
R: 6
A: 3
D: 6
Missile Barrage Special Attack
Range 5. Attack Special.
Goe Kaene starts this turn with 10 attack dice. Choose up to three figures within 5 clear sight spaces to target. Goe Kaene may not attack the same figure more than once in the same turn with MBSA and must attack each targeted figure with at least 3 attack dice and no more than 7 attack dice. Start the game with two Missile Barrage Markers on this card. Remove one marker to use MBSA. Goe Kaene may not use MSBA more than once in one round.
Anti-Missile System
When Goe Kaene or a friendly figure adjacent to Goe Kaene rolls defense dice against a normal attack from a non-adjacent figure add one to their defense dice.
Points: 150(probably not, but we'll see)

I'll refrain from making a card until I get him more sorted out. If anybody ever wants to help with that out-sorting, I would love to playtest him with you sometime.
 
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Goe Kaene
I had misread Missile Barrage at first and thought it was two attacks of 3 and one attack of 4 on three targets, but it looks like it can split 7 and 3 on two targets and do a full 10 on a single target. Sure you can only do that twice but 10 attack dice at range is some insane fire-power that can just obliterate any given hero. In contrast, Antimissile Defense feels pretty marginal for a hero of this caliber (the extra defense die is minimal for it given 6 defense and adjacency can be tough to take advantage of when it only applies to ranged attacks). Guard doesn't quite feel right and it comes with some additional synergy baggage (especially if you use VC). It doesn't really feel like an Aquilla soulborg (stats and powers are more like a Vydar one). Overall that this guy looks like he can give you two potentially devastating attacks and then won't do much after that.
 
Ixe said:
Overall that this guy looks like he can give you two potentially devastating attacks and then won't do much after that.

That is pretty much what I was going for. :mrgreen:

As for the attack of ten on one figure... I think I like that. Look at how many missiles are on him (40, to be exact). He does definitely feel like a Vydar soulborg, but to me his sculpt is the closest thing to an Aquilla soulborg I've seen.

I hadn't thought about VC synergies with Guards, but that is a good point. I think Juggernaut is better for him.

Thanks for the feedback, @Ixe , it is always appreciated. I'll try and play a game with him soon and see what I think.
 
@TheEpicAlpaca and I just played a game with GK, the armies were:

GK, Siege, and Guilty McCreech vs. Nakitas and Gorillanators x2

In this match-up, he played very much like any Vydar soulborg. Charging into battle and using both Missile Barrages in the first round he destroyed 4/6 of the figures he attacked, though it felt wrong for him to use both of them immediately like that, so we thought maybe only allow him to use one Barrage per round (while still limiting it to two uses).

He was destroyed pretty soon into the second round, and TEA was left with 4 Gorillas and 1 Nakita vs. a fully intact Siege and Guilty with one wound (from Wannok, he later died of this same glyph). Siege put on a pathetic performance and didn't destroy a single figure before being destroyed. :headshake:

I think that with the change of only allowing MBSA once per round this guy will be one step closer to being "finished", I still definitely need to test him out in a situation where he would roll 10 attack against some tough hero before I want to make that call though.

Also, the other glyph (that never got grabbed) was Intercept OM, and so we were using the random numbers. The first OM was on "GK 235" and I think that is now what Goe's name is.

Thanks again, Poetic Llama.
 
Well, for anybody interested I limited the Missile Barrage to 7 dice on one figure, it's still very powerful, but hopefully not outrageously so.


At the Kai-Scape Day, hosted by the gracious @Nomad and with prizes supplied by the generous @obfuscatedhippo , I received a number of new figures to start working with. Here goes something!


249046.jpg

Gnuk the Smasher
Utgar
Cyclops
Smasher
Wild
Large 7
Life 5
Move 5
Range 1
Attack 6
Defense 3
Hard of Seeing
When Gnuk the Smasher targets a small or medium figure for a normal attack, roll the 20-sided die. If he targets a small figure subtract 3 from your die roll. If you roll a 7 or lower you must attack a figure adjacent to the targeted figure and Gnuk, if possible. If not, he cannot attack this turn.
Too Big to Care
When rolling defense against a normal attack from a small or medium figure, one shield will block all damage.
130
 
Green Groupies

Here's the first wave of some customs I'm making. I'll make cards once they prove themselves costed playably. I'd better slow down until I play with some of these. ;)

:aquilla:Ishehdulog Hopper
511840589_tp.jpg

Ishehdulog
Uncommon Hero
Scout
Tricky
Small 3
Life 3
Move 6
Range 5
Attack 2
Defense 3
Leapfrog
Instead of moving and attacking normally this Ishehdulog Hopper may use Leapfrog. Choose a friendly small or medium figure in a one of 2 spaces in a straight line from this Hopper, it must not take more than 4 move in that straight line for this Hopper to move onto the space that figure occupies. Choose two spaces in a straight line from the chosen figure, the first space must be no more than 2 levels higher than the chosen figure's height. Move this Hopper onto one of those two spaces. If you move it onto the second space it must not be more than 2 levels higher than the chosen figure's height. After moving with Leapfrog this Hopper may attack. After attacking this Hopper may choose a different figure and use Leapfrog again. If this Hopper is selected for another Hopper's Leapfrog, after that Leapfrog is complete, this Hopper may use Leapfrog. No more than 2 Hoppers can use Leapfrog once each in a single turn (4 maximum hops).
Springy
When moving and when chosen for Leapfrog, this Ishehdulog Hopper may double its height.
60 Points

:aquilla:Ishehdulite Patrol
img_20170322_094955_1_original.jpg

Ishehdulite
Common Squad
Guard
Loyal
Medium 4
Life 1
Move 5
Range 5
Attack 2
Defense 3
Ashehdulog Movement Bonding
After revealing an Order Marker on this Army Card, before taking a turn with the Swamp Patrol, you may move an ishehdulog hero you control up to 6 spaces.
Swamp Sighting
Figures on swamp or swamp water spaces subtract 1 from their defense when attacked by non-adjacent Ishehdulite Patrols.
50 Points

:aquilla:Commander Skvog
230701.jpg

Ishehdulite
Unique Hero
Soldier
Precise
Medium 5
Life 4
Move 5
Range 8
Attack 3
Defense 3
Shoot Like a Soldier
All friendly ishehdulites and ishehdulogs adjacent to Commander Skvog receive an additional attack die.
Swamp Command
Instead of moving with Commander Skvog you may move with one ishehdulite squad you control. Instead of attacking with Commander Skvog you may attack with one ishehdulite squad you control. Any figures activated with Swamp Command must begin their action within clear sight of Commander Skvog.
80 Points

There aren't any HoSS units for these already, right?
 
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I meant to post earlier about Gnuk -- a really nice figure. "Hard of Seeing" sounds funny but I think it would be the kind of thing a big wild cyclops would say. Reminds me of the Ogres, and of certain Hearthstone cards that have a chance to attack the wrong figure.
 
I think we all agree it's time to update Sidhir, right?
:explode:
Oh... Well I do! Sacrificial Dagger now activates before attacking, and also doesn't affect constructs.

exebezpaserrleek.png

And here's the original, if you're interested (the name alter was just to make it look decent using Xorlof's app, since it was all scrunched up with the original name):
Spoiler Alert!
 
Well, here's the figure I mentioned that I mentioned in the C3V thread. I guess it's about time for her to get some great stats to match that great sculpt, but, instead, I'll make one for her. :mrgreen:
144724.jpg

:valkrill:Fintana Na'e Fakamoleki "Hook"
Human
Unique Hero
Hunter
Ferocious
Medium 4
Life 5
Move 5
Range 1
Attack 3
Defense 2
Hooked
When "Hook" inflicts at least 1 wound on a small or medium adjacent figure with a normal or special attack, you may move the Hooked Marker from this Army Card to that figure's Army Card. That figure is now Hooked. Hooked figures may not move and cannot be moved by any power on any Army Card or Glyph. Hooked figures can only target Fintana for attacks and subtract one from their defense. Start the game with one Hooked Marker on this Army Card. At any point during your turn you may move the Hooked Marker back to this Army Card. Immediately move the Hooked Marker back to this card if the hooked figure is destroyed or if Fintana is no longer engaged with the figure.
Hook and Hack Special Attack
Range 1. Attack 2 + Special.
"Hook" can only use Hook and Hack Special Attack if the Hook Marker is on this card. After attacking with Hook and Hack Special Attack, if it dealt at least one wound, Fintana may attack again with 5 attack dice. If a figure is hooked when she attacks the second time, Fintana must attack that figure.
80 70 Points

Is it just me, or is 80 points a really easy number to land on... Incorrectly.
 
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I like the use of Hook (I've been trying to find a way for a certain unit to only Cyberclaw a single enemy and a marker is probably the best bet). I'd actually drop her value down even lower, given her poor survivability and likelihood to struggle against squads.

~TAF
 
Thanks, and to you @IshMEL ! I could see lowering her. I may just think of the cowboys and Khosumet as more underpowered than they actually are. The Hook Marker made sense to me. :mrgreen:

As for Gnuk, he sure is ogresk.
 
I like Fintana. Honestly when I saw the mini I wasn't super impressed, but after reading the powers she feels really thematic and would probably be fun to field. She would give a nice scary movie feel to the game.

Just a couple of notes on her I noticed:
In the text of the special powers, you change between calling her "Hook" or Fintana. I would standardize that, personally.
For Hooked, you should probably make it so that if Fintana is no longer engaged with the figure then the Hook marker is removed. The way it is written you could hook a figure in one place, leave engagement, and leave the figure stuck there, which would be way too strong.

I really like the mechanics on this card, especially for Hooked (minus the lack of an engagement clause I mentioned). I think it all works together pretty elegantly. I could see lowering the points on her though. Overall a really cool custom.
 
I don't know what you're talking about, she looks well priced to me, and the Hooked Marker does come off if she leaves the engagement. :whistle:

Thanks froggy! Elegance sure isn't a word that came to mind making her, and I'm sure that's the first time a custom of mine has been described that way.
 
Neat!

Can she make a normal attack on a figure A if she has hooked figure B?

Also, a suggestion on wording:

When "Hook" deals a wound to a small or medium adjacent figure, you may place the Hooked Marker on that figure's Army Card.

to

When "Hook" inflicts at least 1 wound on a small or medium adjacent figure with a normal or special attack, you may place the Hooked Marker on that figure's Army Card.

I think "inflict" is more 'scapey than "deal", and I think you want to spell out that you can Hook with a special attack, so the mechanic is clearer in the SA that if the first attack succeeds, she may put the hook marker on (or not).
 
Neat!

Can she make a normal attack on a figure A if she has hooked figure B?

Also, a suggestion on wording:

When "Hook" deals a wound to a small or medium adjacent figure, you may place the Hooked Marker on that figure's Army Card.

to

When "Hook" inflicts at least 1 wound on a small or medium adjacent figure with a normal or special attack, you may place the Hooked Marker on that figure's Army Card.

I think "inflict" is more 'scapey than "deal", and I think you want to spell out that you can Hook with a special attack, so the mechanic is clearer in the SA that if the first attack succeeds, she may put the hook marker on (or not).

Yes, she sure can. Though, now that I think about it, I don't think she should be able to hook them. Thanks for the help!

If wounds are ignored, are they still inflicted first? I.e. can "Hook" hook a Mezzodemon Warmonger?
 
I'm no rules expert, but I think a wound has to make it onto the card to be "inflicted".
 
Here's my next wave of untested customs! I assume point values are wildly off and powers are liable to change. We'll see.

:valkrill:Babauligos
s-l300.jpg

Demon
Unique Hero
Marquis
Militaristic
Medium 4

Life 4
Move 5
Range 1
Attack 3
Defense 2

Demon Command (is there a better way to word this one?)
Instead of taking a turn with the Babau Devil you may take a turn with one Unique Demon Army Card in your army or up to two Common Demon Army Cards in your army.
Acid Blood Slime
When the Babau Devil receives a wound from a normal attack from an adjacent figure, all skulls rolled count as unblockable hits on the attacking figure.
90 points

:valkrill:Beliazal
WZK71408_HornedDemon.jpg

Demon
Unique Hero
Brute
Tormented
Medium 6

Life 5
Move 6
Range 1
Attack 4
Defense 3

Ram Charge
When attacking with Beliazal, if the defending figure was not adjacent to Beliazal at the start of this turn, Beliazal receives 2 additional attack dice, if he moved at least 3 spaces. If Ram Charge is active and the defending figure rolls defense dice and is not destroyed by Beliazal, you may knock the figure back by placing it on any space adjacent to its current location and not adjacent to Beliazal. The space must be on the same level as or lower than its current location. A figure moved by Ram Charge never takes any leaving engagement attacks. A non-flying figure moved lower by Ram Charge can receive any falling damage that may apply.
Frightening Presence
Common figures attacking Beliazal with a normal attack subtract 1 from their attack dice.
120 points

:valkrill:Nelchom
WZK71408_DeathDemon_500.jpeg

Demon
Unique Hero
Marquis
Terrifying
Medium 6(not confirmed)

Life 4
Move 5
Range 1
Attack 3
Defense 3

Face of Death
After moving and before attacking, you may choose a figure adjacent to Nelchom. Roll the 20-sided die. If the figure is common add 7 to your roll. If you roll an 18-19 the figure receives one wound. If you roll a 20 destroy the figure.
Flying
When counting spaces for Nelchom’s movement, ignore elevations. Nelchom may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Nelchom starts to fly, if he is engaged he will take any leaving engagement attacks.
110 Points

:valkrill:Grimslake
11grimslake.jpg

Bonemaggot
Unique Hero
Devourer
Terrifying
Large 6 (2-space)

Life 5
Move 5
Range 1
Attack 3
Defense 4

Devour the Rabble ehh... On second thought... Nah
At any point while moving, Grimslake may choose a small or medium common figure that is adjacent, on the same level, and on a space where Grimslake may end its movement. Roll the 20-sided die. If you roll 1–5, the figure is safe and Grimslake’s movement ends. If you roll 6–20, destroy the chosen figure and move Grimslake onto the space occupied, and you may continue Grimslake’s movement. Grimslake must be on a space where it can end movement each time it uses this power.

Marquis' Pet
Before moving Grimslake, choose an unengaged friendly small or medium Marquis adjacent to Grimslake. After you move Grimslake, place the chosen figure adjacent to Grimslake. All friendly Marquis adjacent to Grimslake roll an additional defense die. Grimslake rolls one additional attack die if at least one Marquis is adjacent to it.
Marrow Drain
When attacking a small or medium figure, Grimslake rolls one additional attack die. When Grimslake destroys a small or medium figure remove one wound marker from this Army Card.
Slither
Grimslake does not have to stop its movement when entering water spaces.
130 115 Points

And, here're two updated contest customs:

eaaxeztanqdghdno.jpg

I think these might be 40 points a piece...
eaaddzbqcdfejljq.jpg

...and this might be a few less points. Ooh, and I need to consistencify the name in the powers.
 
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