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Lord Hierarch - 3D Printed Custom Figures

I've shared some on FB, and why not here? I made an account :p.

So. How it started:

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As it turns out, printing from memory does lead to some... mistakes:

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XD XD.

Also the time when I found my old box set!
 
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Which leads to now:


Rough scaling:
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And rough stats:
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The actual purpose of the thread. Basic stats for now.

The 'Space Marine' I based on the Zettan stats.

The Arbiter based on another Arbiter stat I saw here before.

The Jaffa/Serpent Guard I originally had as the same but when I found out about common and elite common's, I decide to split in two. Technically the Jaffa is all Teal'c, but I can try and paint different skin tones :p.

Their stats I based on the Airborne and the Musketeer musketline.

The Cybermen I decided to split in 2 groups - the Cyberaid Legion, i.e. the collective Cybermen from across time-space, and the Mondasians, refuting the future Cybermen as defective.

I think I based them on the Zettians too, but I looked at the pre-established Cybermen custom units.

Is any of it balanced? Likely no. But I'll try and test them when I have the time!

EDIT: Added in the links of the figures if I still have them.

The Arbiter, I dunno where I got it. I think it was a google drive folder, but don't quote me.

The Space Marines I actually lost. It was on Cult3D but I can't find it. Closest is the Galactic Defenders. I think its a 6/8mm figure I scaled up cause simpler figure might mean simpler to paint or something.

But there are plenty of alt-alternatives.
 
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Nice-looking 3D sculpts, LH. Did you scrap those mini-Grimnaks or purpose them as smaller, goblin-riding, raptors? Mondasians need to acknowledge those solid Cybermen stats before refuting them as defective. Creative with a brewing backstory.
 
Nice-looking 3D sculpts, LH. Did you scrap those mini-Grimnaks or purpose them as smaller, goblin-riding, raptors?
I do. And I do plan on using them. I already printed them :p. Waste not a successful print XD XD.

Goblins! I didn't know HS had them. I was just going to have them be dwarf orcs XD :p.

... Is Grimnak a goblin? Will have to check that.

Mondasians need to acknowledge those solid Cybermen stats before refuting them as defective. Creative with a brewing backstory.
There are a few flavor of Mondasian's. There's the regular body, and the one with the chest canon. For an ability, or special attack, or whatever it's called (haven't played in ages), I plan on that particular unit being like a mobile cannon. One shot, one kill, or something better balanced.

Slow and obstinate, but they know how to put the hurt in!

And I compiled my little story bits if you're interested in that XD.
 
There are goblins in Heroscape! Cutters and Slashers However, there could be more custom designs other than the Slashers, out there. Grimnak's an Orc. Check a unit's card for their species stat (left side at top of stats.) Thanks for the story link. I'll have a read!
 
Woke up too early. Got bored. No printer, but have paper.

So, unit cards!

As always, these are untested and unbalanced. Had these two in mind for a while.

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For flavoring, I wanted to put an ability that if a Cybermen tries to control the CyberMondasian, it'd self-destruct with a 2-space splash zone.

And now, the new guys: The Minoan Hoplites!


Dunno how to classify them so I just put beastmen as a placeholder.
 
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I wonder if Cybermen should be Soulborg under Utgar? Interact with other Soulborg special abilities would tie them into the game more.

As written, be aware that Phalanx could boost enemies as well as allies. I like that, just pointing it out.
 
I wonder if Cybermen should be Soulborg under Utgar? Interact with other Soulborg special abilities would tie them into the game more.
I thought about that, but the species seems to be unique to each 'army'.

Maybe I should put them as human. Cause they're humans with skin of steel :p.

Also since Vydar in lore has retreated to think, I like the idea of the Cyberaid nanites taking over his forces and carving their own niche with the supreme goal of subverting all of Vahalla for Cyber Supremacy over all of Space and Time.

Am thinking of making the MondasCybers as Common Squad as they're less powerful than the superior Cybermen, but might be more numerous as their tech is less advanced to implant or whatev.

Reduce the Cybermen to 2 units and the Mondas up to 3.

As written, be aware that Phalanx could boost enemies as well as allies. I like that, just pointing it out.
Yup, that was intentional. Wanted it to have a drawback since I also gave him a poor man's charge 2nd attack.

Tried to base themon the Sacred Band and Roman Legionnaires.

Got Roman Triarii up next. Probably a Sacred Band alt. for the flavoring.

Or an ability based on them being the last line in the Roman army - if they're last units alive they get extra ATK/DEF - or if there is 1 left in the squad.
 
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A sneak peak of the future Minoan Hoplite, TRIARII!!, and...

[ame="https://en.wikipedia.org/wiki/Bull_of_Heaven"]THE BULL OF HEAVEN[/ame]!!!!

EDIT: The Jaffa will be their own faction. Traveling through the gate at the speed of light!

I'm looking for mini's for SG-1 from where they died in Stargate Continuum. Be nice narrative idea of a time displaced SG-1 with a Teal'c that isn't their's but knows his history was changed and yada yada. Then toss in old school Jaffa slaves and his fight for freedom is renewed.

Will think on the Elites and Arbiter. They'll all have the same ability Energy Shield - roll a die and if heads or something, nullify the attack. Since they have 1 HP it's a toss up.

Arbiter will have a energy sword charge - the Minoan Hoplite, but 3 spaces and an instant kill. Or Active Camo, he'll be 'invisible' i.e. no LOS during the opponent's turn so even if there is a unit that can see him, they can't actually attack him.
 
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Q - Doing Drogon, height is ~1/2 Mimring. Fits neatly on the double base.

The other guy - IDK where I got the file. Its only called Come_Together - do you think its best on a single base or a double?

The tail makes me think double, but it looks better on a single.

Is there a rule about Mounted units?
 
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The other guy - IDK where I got the file. Its only called Come_Together - do you think its best on a single base or a double?

The tail makes me think double, but it looks better on a single.

Is there a rule about Mounted units?
There is no rule about mounted units as far as I know. I think often they are double just because of size. Tornak looks to be the closest to the sculpt, but he is also positioned closer to the center of the base, which would probably make it look better while still not having his tail stick out much if you decide to go double.
 
There is no rule about mounted units as far as I know. I think often they are double just because of size. Tornak looks to be the closest to the sculpt, but he is also positioned closer to the center of the base, which would probably make it look better while still not having his tail stick out much if you decide to go double.
*Googles Tornak*

I must have him.


I also asked on FB. Consensus there was also single and mingle.

Drogon I plan on being a cheap alt. to Mimring. Half the cost, half the power, but like a cone instead of a straight line.

The Dino Rider IDK.

I'm thinking....

Rallying Cry - When Dino Rider is destroyed, all Orc figures adjacent to Dino Rider add 1 die to their attack and defense.

And something-something if it attacks a small, medium unit, and inflicts at least 1 damage, roll a die and if you roll +10 or above, that unit dies.

AND ITS FLESH IS CONSUMED BY DINO RIDER TO HEAL ITS WOUND SO SAYETH DINO RIDER!!!
 
And some more unit cards!

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Drogon I visualized 2 Special Attacks - 1 is like cone area of effect. Unlike Mimring and other's single line, he's got a shorter but wider cone. I want to say 5 hexes total so like:
FFF
FF
F

And the 2nd attack is like what they do in the show, a sudden flamethrower from above. Select a unit in line of sight, fly over to it, and smash it to death. Instant kill if you roll the die. If the die doesn't work in your favor, Drogon skips its turn and can't attack or move. So this would be a special attack that occurs BEFORE Drogon can move or reg. attack.

And of course Fying, but I ran out of space :p.

His points is a rough middle group between Mimring and the color dragons from DnD.

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Based the stats off the Zettians, Warforged, and Airborne Elite.

Wanted to give Human synergy.

Iron fist is something IDK. More of a joke.

Flying is a reference to their jets, IDK.

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So I'd read this - https://budget40k.wordpress.com/category/battle-reports/ - way back and got interested in Heroscape again cause of it. I was used to battle reports from Total War, but not from mini wargames. Dunno how I never connected the two XD XD.

And also in that page, a word doc for space marines!

The lore of these guys is the evil necromancer plucked their dying selves from Istvaan and other horrible sites and ensared them to fight for her. So they're unwilling pawns whose superhuman bodies and minds are actively resisting their master. Thus, Tormented and their 2nd Special Attack.​
 
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For Drogon, he has too many powers. Also some of them are not clear because of different explanations on card or the post. I think he could become an interesting unit. I would go for a red color and drop counterstrike, which really doesn't work well with only 2 defense. Right now his biggest weakness is probably that high attack ranged squads could kill him in 1 turn. Yes, Drogon could fly next to them, but any ranged unit not next to him can then shoot him without worrying about counterstrike. Especially since the ranged squads he engaged may have already been killed with his fire breath, although with only 2 attack, that may not happen. As it is now his firebreath is too weak to bother needing a commons only requirement. Also should probably clarify wether or not the fire breathing can hit him because thats possible depending on the cone shape and being a double-spaced figure.

His Fire from Above should probably look more like the Wolves of Badru's Pounce with a higher attack value (but changing it to Drogon can't move before using it per your post) and maybe not destroying him if it fails (if it doesn't destroy Drogon if it fails, then the raise to the attack value should be small if any).

***Whether or not he ends up on the target's space is not clarified but is very important because it puts him in front of a Greenscales screen which could be bad or it could help advance the army. If it doesn't, then it allows him to sit behind and keep using it until it fails (assuming he doesn't die for failing it) which is pretty safe.

Overall a cool design dynamic might be making it so he can't use it if he is next to an enemy figure, giving your opponent the choice of trying to rush him before he starts using fire from above, at the risk of getting clobbered by Greenscales if you don't kill Drogon(who would get a bonus for being within 2 spaces of him) or letting him jump out at the cost of losing a figure but then getting to attack him in front. This would probably require giving him some sort of probably small range defense bonus (some type of special dragon scales?)

Generally need to be careful with automatic destroy powers (although restricting it to a 15+ was pretty good, maybe a little too easy of a roll but close). If you really want to keep it auto-destroy, it would be better to have a lower number for squad figures, and maybe a slightly higher number for hero figures.

The same goes for the Iron Fist on the Paladins. I know you said it was a joke power, so probably either
1. Get rid of it
2. Make it a +1 to attack (an adjacent enemy)
3. Make it an automatic wound instead (and potentially lower the number a little)

The human synergy needs to be toned down a lot. Attack+1 to all of your human figures at unlimited range breaks with a variety of human squads (especially 4-man ones such as 10th regiment, 4th Mass, Knights of Weston, etc.)

The Luna Wolves Space Marines: Rapid fire is already a power, Wait then Fire on a variety of Units such as 4th Mass. The tormented power is cool but it would be better if it applied to any unit with a less likely chance that was boosted slightly by the target being human. Or just less likely in general.
For elegant simplicity you could combine the powers and say if you don't move you get +1 attack, except against humans.
 
For Drogon, he has too many powers. Also some of them are not clear because of different explanations on card or the post. I think he could become an interesting unit. I would go for a red color and drop counterstrike, which really doesn't work well with only 2 defense. Right now his biggest weakness is probably that high attack ranged squads could kill him in 1 turn. Yes, Drogon could fly next to them, but any ranged unit not next to him can then shoot him without worrying about counterstrike. Especially since the ranged squads he engaged may have already been killed with his fire breath, although with only 2 attack, that may not happen. As it is now his firebreath is too weak to bother needing a commons only requirement. Also should probably clarify wether or not the fire breathing can hit him because thats possible depending on the cone shape and being a double-spaced figure.

1. Drogon's attack's were me thinking about to do for him. The original and only attack was that Dracarys, I wanted it to compensate for Drogon being cheaper and weaker, for having the potential to attack units close together. Counterstrike was me fiddling around. The card is super rough cause trying to Word Drogon's attack just had me befuddled XD XD.

If I bump Drogon to 3 to match one of those DnD Dragons - he's pretty much on par with those, stats wise I think? - would that be better? I wanted to reflect Drogon as a young dragon so not powerful or as strong as Mimring and gang.

As for his firebreath, my thought is it wouldn't affect him, dragonskin being firetough and all that :p.


His Fire from Above should probably look more like the Wolves of Badru's Pounce with a higher attack value (but changing it to Drogon can't move before using it per your post) and maybe not destroying him if it fails (if it doesn't destroy Drogon if it fails, then the raise to the attack value should be small if any).
Cool the attack already exists in some form. Gonna reference this when I make an update to these.


***Whether or not he ends up on the target's space is not clarified but is very important because it puts him in front of a Greenscales screen which could be bad or it could help advance the army. If it doesn't, then it allows him to sit behind and keep using it until it fails (assuming he doesn't die for failing it) which is pretty safe.
Odd, I thought I did mention Dorgon would return to its original space. So yes, the idea was that IF the attacks succeeds, Drogon takes the target's space. If it doesn't, it returns to its original space. Drogon being a double base unit, naturally the targeted area must being able to accommodate it.

... BTW, Drogon is double base.


Generally need to be careful with automatic destroy powers (although restricting it to a 15+ was pretty good, maybe a little too easy of a roll but close). If you really want to keep it auto-destroy, it would be better to have a lower number for squad figures, and maybe a slightly higher number for hero figures.
I've never rolled a 20 die in over 20 years so I just went with a nice round number :p.

So split the attack cost in two, ala the SM attack, or do you mean it as a rule of thumb?


The same goes for the Iron Fist on the Paladins. I know you said it was a joke power, so probably either
1. Get rid of it
2. Make it a +1 to attack (an adjacent enemy)
3. Make it an automatic wound instead (and potentially lower the number a little)
The Iron Fist was me trying to brainstorm something, because I wanted the BOS to reflect the human purity aspect of their group. That became the initial ability, but I thought the Paladin should also have some kind of attack too but for the life of me couldn't come up with anything but that. But yeah, I'd toss it.

The human synergy needs to be toned down a lot. Attack+1 to all of your human figures at unlimited range breaks with a variety of human squads (especially 4-man ones such as 10th regiment, 4th Mass, Knights of Weston, etc.)
I actually changed to all humans regardless of side. Lorewise, its me thinking the BOS doesn't care which side wins, so long as humans emerge as the victors. So they'll support any human they can.

Thinking on that, I probably could make it LOS.

The Luna Wolves Space Marines: Rapid fire is already a power, Wait then Fire on a variety of Units such as 4th Mass. The tormented power is cool but it would be better if it applied to any unit with a less likely chance that was boosted slightly by the target being human. Or just less likely in general.
For elegant simplicity you could combine the powers and say if you don't move you get +1 attack, except against humans.
I like your combination. I'll make a note of it!
 
The Daemon Prince.

The figure is a scan of the Daemon Prince from 40K Epic. Its a free model on Thingiverse. Thought it was cool, so why not? :p. As usual, untested, just having fun, will paint in the future. Probably. Partially based on Taelord who is about the same size to this figure! How unfortunate he's man spreading cause he can only fit on double base!

If you see in the background, my army of Minoan Hoplites and the Brutii Triarii. Still unpainted XD XD.

Warp Flying is Stealth Flying but 2x movement and can still ought to be attacked. Changed to normal flying.
Oath to Khorne is me thinking he can gank common squads and whittle down higher HP units, and hope destroy them with their regular attack or Warp Blast.
Warp Blast is a mix of the Black Dragon attack and High Elf Archer dude.

So rough stats:

NAME: DAEMON PRINCE.
LORE:
  • The ultimate prize for every Commander of the Traitor Legions is the ascension from the mortal realm to the position of Daemon Prince. Only the most favored Lords are able to accept the full gifts of the Chaos Gods and the Warp and make this transition from mighty, yet still mortal, Lord into a supremely powerful Daemon Prince. As powerful as a Greater Daemon, those that have risen to being a Daemon Prince wield power in both the mortal realm and the Warp which even the fabled Primarchs could merely dream of.
GENERAL: Utgar.
LIFE: 5 HP.
MOVE: 8 spaces.
RANGE: 3 spaces.
ATTACK: 3 dice.
DEFENSE: 3 dice.
COST: 195 points.

SPECIAL POWER: Flying.
  • When counting spaces for the Daemon' Prince movement, ignore elevations. the Daemon Prince may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins.
SPECIAL POWER: Oath to Khorne.
  • After moving and before attacking, you may choose any figure within 4 clear sight spaces of the Daemon Prince. This power can only be used once per turn. Roll 1 attack die. If that unit is killed, the Daemon Prince may attack one additional time.
SPECIAL ATTACK: Warp Blast.
  • Range 4. Attack 4.
  • Choose a figure to attack. Any figure adjacent to the targeted figure can be affected by the Warp Blast, and must roll defense dice separately.

SPECIES: Daemon.
TYPE: Uncommon Hero.
CLASS: Prince.
PERSONALITY: Angry.
SIZE: Large 6.

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Red Primer+Paint. Black Primer from underneath. Wanted to see the difference of Primer+Paint vs. Primer only.

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Black Primer. Let me tell you, had trouble getting the supports for the wings right. i kept forgetting to adjust the foundations to be thicker/stronger.

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Height comparison with the Marro Warlord.

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Height comparison with a Deathwalker I printed. One of my first prints ever! Finally getting around to it XD XD.

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From the side.​
 
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BEHOLD! THE AUTOFISTER AND HIS MERRY BAND OF GATTLING ARMS!​

Retouched Zettian Infantry. Used Prusaslicer to cut off the head and arms of the Guards and replaced the B2 arms. I tried to do with the legs, but even thinned or squashed, they didn't look right.

I have the files to DM to anyone who wants. I'd upload them to Thingiverse but I dunno if I can count this as a remix since its combining 2 models together.



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Spoiler Alert!

Colors inspired by JOECRAZY.​

The Deathwalker was the first print I ever printed so I decided to slap some red on it and call it a day :p.
 
So Halo STL's - Quick Brainstorming:

Arbiter (Unique Hero). 1 figure.
Elites (Common Squad). 2 figures.
Elite Zealot (Uncommon Hero): 1 figure.
Grunts (Common Squad). 4 figures.
Grunt Heavy (Uncommon Hero): 1 figure.
UNSC Marines (Common Squad: 4 figures.


Arbiter:
  • Active Camo/Ghost Walk: the Arbiter can move through all figures.
  • Double Attack: When the Arbiter attacks, he may attack one additional time.

Elites:
  • Regenerative Shields/Shealth Armor 15: When a Elite receives one or more wounds, before removing that Elite, roll the 20-sided die. If you roll a 15 or higher, ignore any wounds.

Elite Zealot:
  • Attack Aura: All friendly figures you control within 4 clear sight spaces of Elite Zealot get +1 attack. Elite Zealot’s Attack Aura does not effect Elite Zealot.
  • Prophet's Blessing: If Elite Zealot is attacking an adjacent figure, add 4 dice to Elite Zealot's attack.

Grunts:
  • Conscripted Cowardice: If a Hero figure is destroyed in line of sight of a Grunt, the Grunt must roll a 20-sided die. If you roll a 10 or higher, the Grunt cannot move or attack for the next round. It defends normally.
  • Suicide Squad: After moving and instead of attacking, a Grunt figure may choose to self-destruct. Roll the 20-sided die to determine if any other figures are safe. If you roll a 1-3, all adjacent figures are safe. If you roll a 4-15, each adjacent figure receives 2 wounds. If you roll a 16-19, each adjacent figure receives 4 wounds. If you roll a 20, each adjacent figure receives 8 wounds. After using this power, the Grunt figure is always destroyed.

Grunt Heavy:
  • Homing Shot/Crack Shot: This figure receives an additional attack die when attacking a figure that is at least 4 spaces away.

UNSC Marines:
  • Heavy Weapons Special Attack: Up to one UNSC Marine that was activated but did not move or attack normally this turn may attack with Heavy Weapon Special Attack.
  • Close Assault/Arrow Volley: Special Attack: Range ?, Attack ?. Three unengaged adjacent UNSC Marines on the same level may combine their attacks and roll their attack dice as one attack. All UNSC Marines in the Close Assault must have a clear line of sight on the one target.



Got lazy with abilities/attacks but really why not use what exists? Arbiter and Zealot figures have swords so its 1 range for them. Grunt Heavy has a Fuel Rod but I didn't want to make them a unique or common squad, so then I thought, why not make them a uncommon hero for the Grunts?

Grunts I plan on making relatively cheap ala Marro Drones. Low attack and defense.

Marines I liken to the Microcorp Troopers, really these are generic marine soldiers. Each squad has a rocket launcher or sniper, so the heavy weapons text fits perfectly XD. Close Assault is also an alternative, idk. Statwise would probably be Airborne Elites.
 
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