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:
Bob Oom
Giant
Unique Hero
Warhulk
Reckless
Huge 8
Life 7
Move 5
Range 1
Attack 7
Defense 4
BOOMSTICK
Bob Oom starts the game with one Boomstick Marker on this card. After rolling attack dice, if Bob Oom rolled at least 5 skulls, immediately roll the 20-sided die. If you roll a 1-7, the defending figures rolls defense dice normally. If you roll an 8 or higher, remove the Boomstick Marker from this card. The defending figure does not roll defense dice and instead the defending figure and all figures who are within 2 spaces of the defending figure whose bases are no more than 8 levels above the defending figure's height or 8 levels below the defending figure’s base receive 2 wounds. If the Boomstick Marker is not on this card, Bob Oom rolls two fewer attack dice and cannot use Boomstick.
BOOM-BOOM TOUGH
When Bob Oom receives one or more wounds from a special power or special attack, he receives one less wound.
Points 190
Damisa
Dirlagraun
Unique Hero
Beast
Tricky
Medium 6
Life 3
Move 7
Range 1
Attack 4
Defense 3
Displacement
If Damisa is attacked and at least 1 skull is rolled, before rolling defense dice, roll the 20-sided die for Displacement. If the attacking figure is non-adjacent, if you roll a 6 or higher Damisa takes no damage and must immediately move one space, if possible. If the figure is adjacent, if you roll a 13 or higher Damisa takes no damage and must immediately move one space, if possible. If Damisa is adjacent to the attacking figure after moving you may roll one unblockable attack die against the attacking figure. Damisa never takes leaving engagement attacks when moving with Displacement.
Shoulder Tentacles
When Damisa attacks she may attack one additional time. Damisa may only attack once if there is a Wound Marker on this Army Card. As long as there are no Wound Markers on this Army Card, when Damisa attacks, she may attack an additional time. When Damisa attacks she may attack two additional times. Damisa may attack one fewer times for each Wound Marker on this Army Card.
60 points
Zirnelkis
Arachnid
Unique Hero
Predator
Wild
Medium 4
Life 4
Move 7
Range 1
Attack 3
Defense 3
Web Trap
Start the game with 4 Web Spaces on this Army Card. After moving and before attacking, you may choose one land space within 3 clear sight spaces of Zirnelkis. If there is a figure on the chosen space, roll the 20-sided die. If you roll a 15 or higher or there is no figure on the space, place a Web Space on that space. Non-arachnid figures on a Web Space are trapped. Trapped figures cannot move off of the Web Space (two-spaced figures may move as long as one space remains on the Web Space). The trapped figure can move off the Web Space only if a friendly figure occupies an adjacent space. Add 5 to your roll for Entangling Web if the chosen figure is on a Web Space.
Climbing
When climbing up levels of terrain, count every four levels as one movement point. When climbing, you may triple Zirnelkis' height.
Points 75
A Man and his Pig
The figures are Brodert Quink and Sqealy Nord from Pathfinder's Lost Coast Line.
Brodert Oink
Human
Unique Hero
Transmuter
Addlepated
Medium 4
Life 4
Move 4
Range 1
Attack 1
Defense 3
INSIGNIFICANT (adapted from C-3PO)
When Brodert Quink or a friendly, small Pig Hero adjacent to Brodert Quink is targeted for a normal attack from a non-adjacent opponent, you may roll the 20-sided die. If you roll a 6 or higher, Brodert Quink and all friendly, small Pig Heroes adjacent to Brodert Quink no longer have any visible hit zones for the duration of the attacking figure's turn.
BOOK OF SPELLS
After moving and before attacking, you may choose one small or medium Unique Hero within 5 spaces of Brodert Quink. Roll the 20-sided die. If you roll a 1-4 the chosen figure receives one wound. If you roll a 5-13 nothing happens. If you roll a 14 or higher remove 3 Wound Markers from that figure's army card. If you roll a 17 or higher place the chosen figure on Pig's Army Card and replace the figure with Piggy and move all Order Marker's from that figure's Army Card to Piggy's Army Card. Brodert Quink cannot use Book of Spells if Piggy is on the battlefield.
Points 60?
The idea behind his addlepatedness is that he gets all of his power from the book, but doesn't really know what it does. Seeing as he's a human, he doesn't have any magic on his own, so he just reads the spell and then something happens.
Piggy
Pig
Unique Hero
Skittish
Hog
Small 2/3 (I'll check on this)
Life 3
Move 4
Range 1
Attack 1
Defense 1
RETRANSMUTE
Instead of attacking, Piggy may use Retransmute. Roll the 20-sided die. If you roll a 13 or higher, replace Piggy with the figure on this Army Card, place Piggy on this Army Card, remove all Wound Markers from this Army Card, and move all Order Markers from this Army Card to the Army Card of the figure that replaced Piggy.
RUN AWAY
When an opponent's figure moves adjacent to Piggy, roll the 20-sided die. If you roll a 13 or higher, you must immediately move Piggy 4 spaces. Piggy can only use Run Away if it can end its turn nonadjacent to any opponent's figures.
IT'S NOT JUST A PIG
Piggy cannot be drafted in any army and does not start the game on the battlefield. The general and point value for this Army Card is equal to that of whatever figure is on this Army Card. If Piggy is on this Army Card, there is no general or point value. After Piggy is destroyed move the figure on this Army Card to its own Army Card and remove all Wound Markers from this army card.
Points X
Demons(9)
Babauligos
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
Beliazal
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
Nelchom
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
Grimslake
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
Sparkspell Imps
Demon
Common Squad
Minion
Tricky
Small 3
Life 1
Move 4
Range 1
Attack 2
Defense 3
Negation Bolt Special Attack
Range 4. Attack 3.
Start the game with one brown Negation Marker on this Army Card (or cards...). When a figure receives at least one wound and is not destroyed by Negation Bolt Special Attack, you may move the Negation Marker from this Army Card to that figure's Army Card. All of that figure's special powers are negated while the Negation Marker remains on their Army Card. Move the Negation Marker back onto this card after an order marker is revealed on that figure's Army Card and a turn is taken with that figure, or at the end of the round. Wizards and Clerics roll 1 fewer defense dice when defending against Negation Bolt Special Attack. Sparkspell Imps may only use Negation Bolt Special Attack once per round.
Flying
Points 50(?)
Bloodletter and Gatekeeper figures:
The Gatekeepers
Demon
Unique Squad (2)
Guard
Merciless
Medium 5
Life 1
Move 5
Range 1
Attack 3
Defense 4
GATE OF ACHERON
A Gatekeeper may target any figure adjacent to either Gatekeeper for an attack. Friendly figures occupying the same space as one Gatekeeper may move onto any empty space adjacent to either Gatekeeper.
ACHERON SACRIFICE
When a Gatekeeper is targeted for an attack and receives enough wounds to be destroyed, you may destroy one friendly figure adjacent to the other Gatekeeper to ignore all wounds inflicted by that attack.
Points 70.
Demon Bloodletters
Demon
Common Squad (2)
Bloodletters
Wild
Medium 5
Life 1
Move 5
Range 1
Attack 3
Defense 3
LET THE BLOOD FLOW Wording help?
If the Bloodletters destroy at least one figure with their normal attacks this turn, you may attack again with any two Bloodletters you control. You may continue attacking with two Bloodletters until they do not destroy a figure. A Bloodletter cannot attack again if it has already destroyed a figure this turn.
BLOODLETTING BRIGADE
If no Bloodletters attacked this turn, you may move up to two Bloodletters who did not move this turn.
Points 50.
Shokujinki Demon
Rabbit of Caerbannog
Ishehdul-folks(3)
Ishehdulog Hopper
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
Ishehdulite Patrol
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
Commander Skvog
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
"Completed" Customs:
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
GK 235
(3)
Sidhir the Bleakwoode Cultist
Ne(w)-Gok-Sa
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
Work(s) in progress:

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Giant
Unique Hero
Warhulk
Reckless
Huge 8
Life 7
Move 5
Range 1
Attack 7
Defense 4
BOOMSTICK
Bob Oom starts the game with one Boomstick Marker on this card. After rolling attack dice, if Bob Oom rolled at least 5 skulls, immediately roll the 20-sided die. If you roll a 1-7, the defending figures rolls defense dice normally. If you roll an 8 or higher, remove the Boomstick Marker from this card. The defending figure does not roll defense dice and instead the defending figure and all figures who are within 2 spaces of the defending figure whose bases are no more than 8 levels above the defending figure's height or 8 levels below the defending figure’s base receive 2 wounds. If the Boomstick Marker is not on this card, Bob Oom rolls two fewer attack dice and cannot use Boomstick.
BOOM-BOOM TOUGH
When Bob Oom receives one or more wounds from a special power or special attack, he receives one less wound.
Points 190

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Dirlagraun
Unique Hero
Beast
Tricky
Medium 6
Life 3
Move 7
Range 1
Attack 4
Defense 3
Displacement
If Damisa is attacked and at least 1 skull is rolled, before rolling defense dice, roll the 20-sided die for Displacement. If the attacking figure is non-adjacent, if you roll a 6 or higher Damisa takes no damage and must immediately move one space, if possible. If the figure is adjacent, if you roll a 13 or higher Damisa takes no damage and must immediately move one space, if possible. If Damisa is adjacent to the attacking figure after moving you may roll one unblockable attack die against the attacking figure. Damisa never takes leaving engagement attacks when moving with Displacement.
Shoulder Tentacles
60 points

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Arachnid
Unique Hero
Predator
Wild
Medium 4
Life 4
Move 7
Range 1
Attack 3
Defense 3
Web Trap
Start the game with 4 Web Spaces on this Army Card. After moving and before attacking, you may choose one land space within 3 clear sight spaces of Zirnelkis. If there is a figure on the chosen space, roll the 20-sided die. If you roll a 15 or higher or there is no figure on the space, place a Web Space on that space. Non-arachnid figures on a Web Space are trapped. Trapped figures cannot move off of the Web Space (two-spaced figures may move as long as one space remains on the Web Space). The trapped figure can move off the Web Space only if a friendly figure occupies an adjacent space. Add 5 to your roll for Entangling Web if the chosen figure is on a Web Space.
Climbing
When climbing up levels of terrain, count every four levels as one movement point. When climbing, you may triple Zirnelkis' height.
Points 75

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The figures are Brodert Quink and Sqealy Nord from Pathfinder's Lost Coast Line.

Human
Unique Hero
Transmuter
Addlepated
Medium 4
Life 4
Move 4
Range 1
Attack 1
Defense 3
INSIGNIFICANT (adapted from C-3PO)
When Brodert Quink or a friendly, small Pig Hero adjacent to Brodert Quink is targeted for a normal attack from a non-adjacent opponent, you may roll the 20-sided die. If you roll a 6 or higher, Brodert Quink and all friendly, small Pig Heroes adjacent to Brodert Quink no longer have any visible hit zones for the duration of the attacking figure's turn.
BOOK OF SPELLS
After moving and before attacking, you may choose one small or medium Unique Hero within 5 spaces of Brodert Quink. Roll the 20-sided die. If you roll a 1-4 the chosen figure receives one wound. If you roll a 5-13 nothing happens. If you roll a 14 or higher remove 3 Wound Markers from that figure's army card. If you roll a 17 or higher place the chosen figure on Pig's Army Card and replace the figure with Piggy and move all Order Marker's from that figure's Army Card to Piggy's Army Card. Brodert Quink cannot use Book of Spells if Piggy is on the battlefield.
Points 60?
The idea behind his addlepatedness is that he gets all of his power from the book, but doesn't really know what it does. Seeing as he's a human, he doesn't have any magic on his own, so he just reads the spell and then something happens.
Piggy
Pig
Unique Hero
Skittish
Hog
Small 2/3 (I'll check on this)
Life 3
Move 4
Range 1
Attack 1
Defense 1
RETRANSMUTE
Instead of attacking, Piggy may use Retransmute. Roll the 20-sided die. If you roll a 13 or higher, replace Piggy with the figure on this Army Card, place Piggy on this Army Card, remove all Wound Markers from this Army Card, and move all Order Markers from this Army Card to the Army Card of the figure that replaced Piggy.
RUN AWAY
When an opponent's figure moves adjacent to Piggy, roll the 20-sided die. If you roll a 13 or higher, you must immediately move Piggy 4 spaces. Piggy can only use Run Away if it can end its turn nonadjacent to any opponent's figures.
IT'S NOT JUST A PIG
Piggy cannot be drafted in any army and does not start the game on the battlefield. The general and point value for this Army Card is equal to that of whatever figure is on this Army Card. If Piggy is on this Army Card, there is no general or point value. After Piggy is destroyed move the figure on this Army Card to its own Army Card and remove all Wound Markers from this army card.
Points X

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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

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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

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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

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Bonemaggot
Unique Hero
Devourer
Terrifying
Large 6 (2-space)
Life 5
Move 5
Range 1
Attack 3
Defense 4
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.

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Demon
Common Squad
Minion
Tricky
Small 3
Life 1
Move 4
Range 1
Attack 2
Defense 3
Negation Bolt Special Attack
Range 4. Attack 3.
Start the game with one brown Negation Marker on this Army Card (or cards...). When a figure receives at least one wound and is not destroyed by Negation Bolt Special Attack, you may move the Negation Marker from this Army Card to that figure's Army Card. All of that figure's special powers are negated while the Negation Marker remains on their Army Card. Move the Negation Marker back onto this card after an order marker is revealed on that figure's Army Card and a turn is taken with that figure, or at the end of the round. Wizards and Clerics roll 1 fewer defense dice when defending against Negation Bolt Special Attack. Sparkspell Imps may only use Negation Bolt Special Attack once per round.
Flying
Points 50(?)
Bloodletter and Gatekeeper figures:
Spoiler Alert!


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Demon
Unique Squad (2)
Guard
Merciless
Medium 5
Life 1
Move 5
Range 1
Attack 3
Defense 4
GATE OF ACHERON
A Gatekeeper may target any figure adjacent to either Gatekeeper for an attack. Friendly figures occupying the same space as one Gatekeeper may move onto any empty space adjacent to either Gatekeeper.
ACHERON SACRIFICE
When a Gatekeeper is targeted for an attack and receives enough wounds to be destroyed, you may destroy one friendly figure adjacent to the other Gatekeeper to ignore all wounds inflicted by that attack.
Points 70.

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Demon
Common Squad (2)
Bloodletters
Wild
Medium 5
Life 1
Move 5
Range 1
Attack 3
Defense 3
LET THE BLOOD FLOW Wording help?
If the Bloodletters destroy at least one figure with their normal attacks this turn, you may attack again with any two Bloodletters you control. You may continue attacking with two Bloodletters until they do not destroy a figure. A Bloodletter cannot attack again if it has already destroyed a figure this turn.
BLOODLETTING BRIGADE
If no Bloodletters attacked this turn, you may move up to two Bloodletters who did not move this turn.
Points 50.

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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

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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

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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
"Completed" Customs:

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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.

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Mech Warrior - Liao Incursion - Geo Keane - Jupiter #149
GK 235
Aquilla
Soulborg
Unique Hero
Juggernaut
Fearsome
Large 7
Life: 3
M: 5
R: 6
A: 3
D: 6
Missile Barrage Special Attack
Range 5. Attack Special.
GK 235 starts this turn with 10 attack dice. Choose up to three figures within 5 clear sight spaces to target. GK 235 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. GK 235 may not use MBSA more than once in one round.
Anti-Missile System
When GK 235 or a friendly figure adjacent to GK 235 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)
GK 235
Aquilla
Soulborg
Unique Hero
Juggernaut
Fearsome
Large 7
Life: 3
M: 5
R: 6
A: 3
D: 6
Missile Barrage Special Attack
Range 5. Attack Special.
GK 235 starts this turn with 10 attack dice. Choose up to three figures within 5 clear sight spaces to target. GK 235 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. GK 235 may not use MBSA more than once in one round.
Anti-Missile System
When GK 235 or a friendly figure adjacent to GK 235 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)

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Spoiler Alert!
Utgar
Undead
Unique Hero
Necromancer
Terrifying
Medium 4
Life 4
Move 5
Range 1
Attack 3
Defense 3
Sacrificial Dagger
After moving and before attacking you may destroy one friendly undead figure adjacent to Sidhir. If you do, remove one wound marker from this card.
Searing Souls Special Attack
Range 6. Attack 2 + Special.
When Sidhir uses Searing Souls Special Attack add one attack die per currently destroyed undead figure you control, to a maximum of + 4 dice. If Searing Souls Special Attack destroys an opponent's small or medium figure, replace that figure immediately, if possible, with one of your own previously destroyed common small or medium undead figures. Constructs, soulborgs, and undead are not affected by Searing Souls Special Attack.
Disengaged
Sidhir is never attacked when leaving an engagement.
Points: 80
Undead
Unique Hero
Necromancer
Terrifying
Medium 4
Life 4
Move 5
Range 1
Attack 3
Defense 3
Sacrificial Dagger
After moving and before attacking you may destroy one friendly undead figure adjacent to Sidhir. If you do, remove one wound marker from this card.
Searing Souls Special Attack
Range 6. Attack 2 + Special.
When Sidhir uses Searing Souls Special Attack add one attack die per currently destroyed undead figure you control, to a maximum of + 4 dice. If Searing Souls Special Attack destroys an opponent's small or medium figure, replace that figure immediately, if possible, with one of your own previously destroyed common small or medium undead figures. Constructs, soulborgs, and undead are not affected by Searing Souls Special Attack.
Disengaged
Sidhir is never attacked when leaving an engagement.
Points: 80

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Spoiler Alert!
Utgar
Marro
Unique Hero
Warlord
Tormented
Medium 5
Life: 4
Move: 4
Range: 1
Attack: 3
Defense: 7
Support Fire
When a figure you control attacks an adjacent figure that is within 7 clear sight spaces of Ne-Gok-Sa, Ne-Gok-Sa may attack them with one attack die. Ne-Gok-Sa may not use Support Fire if the Recalibration Marker is on this card or if he is engaged.
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. After using Zettian Repeater Special Attack, place the Recalibration Marker on this card. Before you move Ne-Gok-Sa, you may remove the Recalibration Marker from this card.
Points: 140
Marro
Unique Hero
Warlord
Tormented
Medium 5
Life: 4
Move: 4
Range: 1
Attack: 3
Defense: 7
Support Fire
When a figure you control attacks an adjacent figure that is within 7 clear sight spaces of Ne-Gok-Sa, Ne-Gok-Sa may attack them with one attack die. Ne-Gok-Sa may not use Support Fire if the Recalibration Marker is on this card or if he is engaged.
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. After using Zettian Repeater Special Attack, place the Recalibration Marker on this card. Before you move Ne-Gok-Sa, you may remove the Recalibration Marker from this card.
Points: 140

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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
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