Check out the new listing of Customs here! https://www.heroscapers.com/community/showthread.php?p=2471118#post2471118
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What happens to those Swogs when their Riders get killed? For those not captured again, they go Feral into Aquilla's forests. Though if captured again they still retain their training.
The mini for this figure is Smilodon (Sabertooth Tiger) - Kingmaker #30 Pathfinder Battles.
NAME = FERAL SWOG
GENERAL = AQUILLA
SPECIES = SWOG
UNIQUENESS = UNCOMMON HERO
CLASS = PREDATOR
PERSONALITY = WILD
SIZE/HEIGHT = LARGE 6
BASE SIZE = NORMAL DOUBLE
LIFE = 3
MOVE = 8
RANGE = 1
ATTACK = 3
DEFENSE = 3
POINTS = 50
DISENGAGE
Feral Swog is never attacked when leaving an engagement.
BEAST TRAINING
Feral Swog has the class of Beast instead of what is listed on this card while there is at least one friendly Orc.
SWIFT STRIKE SPECIAL ATTACK
Range 1. Attack 3.
If this Feral Swog started this turn unengaged, the defending figure rolls 1 fewer defense die.
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Older Customs
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What happens to those Swogs when their Riders get killed? For those not captured again, they go Feral into Aquilla's forests. Though if captured again they still retain their training.
The mini for this figure is Smilodon (Sabertooth Tiger) - Kingmaker #30 Pathfinder Battles.
NAME = FERAL SWOG
GENERAL = AQUILLA
SPECIES = SWOG
UNIQUENESS = UNCOMMON HERO
CLASS = PREDATOR
PERSONALITY = WILD
SIZE/HEIGHT = LARGE 6
BASE SIZE = NORMAL DOUBLE
LIFE = 3
MOVE = 8
RANGE = 1
ATTACK = 3
DEFENSE = 3
POINTS = 50
DISENGAGE
Feral Swog is never attacked when leaving an engagement.
BEAST TRAINING
Feral Swog has the class of Beast instead of what is listed on this card while there is at least one friendly Orc.
SWIFT STRIKE SPECIAL ATTACK
Range 1. Attack 3.
If this Feral Swog started this turn unengaged, the defending figure rolls 1 fewer defense die.
Spoiler Alert!
Alright, now it's time for two new Vipers! Of course they don't have hands, which is the main issue. My first thought is that they could be female Vipers, or maybe Vipers of a different era.
Both minis are Emperor Cobras, from different Pathfinder sets.
First, we'll start with the Viper on the left.
NAME = ONYX WARLORD
GENERAL = ULLAR
SPECIES = VIPER
UNIQUENESS = UNIQUE HERO
CLASS = WARLORD
PERSONALITY = PRECISE
SIZE/HEIGHT = MEDIUM 6
BASE SIZE = LARGE SINGLE
LIFE = 5
MOVE = 7
RANGE = 1
ATTACK = 3
DEFENSE = 4
POINTS = ??
VENOM SPRAY SPECIAL ATTACK
Range 3. Attack 3.
Onyx Warlord may not use Venom Spray Special Attack on adjacent figures. Defending figures roll 1 less defense dice.
VIPER EVASION 1
When a Viper you control rolls defense dice against an attacking figure who is not adjacent, add 1 defense die to the defending Viper.
SLITHER
Onyx Warlord does not have to stop her movement when entering water spaces.
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Next is the Viper on the right! It has the same coloration as the Azurite Warlord, so perhaps another Azurite Viper?
NAME = AZURITE SCOUT
GENERAL = ULLAR
SPECIES = VIPER
UNIQUENESS = UNIQUE HERO
CLASS = SCOUT
PERSONALITY = RELENTLESS
SIZE/HEIGHT = MEDIUM 6
BASE SIZE = LARGE SINGLE
LIFE = 5
MOVE = 7
RANGE = 1
ATTACK = 3
DEFENSE = 3
POINTS = ??
VENOM SPRAY SPECIAL ATTACK
Range 3. Attack 3.
Azurite Scout may not use Venom Spray Special Attack on adjacent figures. Defending figures roll 1 less defense dice.
SLITHER
Azurite Scout does not have to stop her movement when entering water spaces.
FRENZY
After you take a turn with Azurite Scout, roll the 20-sided die. If you roll a 16 or higher you may take another turn with Azurite Scout.
Both minis are Emperor Cobras, from different Pathfinder sets.
First, we'll start with the Viper on the left.
NAME = ONYX WARLORD
GENERAL = ULLAR
SPECIES = VIPER
UNIQUENESS = UNIQUE HERO
CLASS = WARLORD
PERSONALITY = PRECISE
SIZE/HEIGHT = MEDIUM 6
BASE SIZE = LARGE SINGLE
LIFE = 5
MOVE = 7
RANGE = 1
ATTACK = 3
DEFENSE = 4
POINTS = ??
VENOM SPRAY SPECIAL ATTACK
Range 3. Attack 3.
Onyx Warlord may not use Venom Spray Special Attack on adjacent figures. Defending figures roll 1 less defense dice.
VIPER EVASION 1
When a Viper you control rolls defense dice against an attacking figure who is not adjacent, add 1 defense die to the defending Viper.
SLITHER
Onyx Warlord does not have to stop her movement when entering water spaces.
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Next is the Viper on the right! It has the same coloration as the Azurite Warlord, so perhaps another Azurite Viper?
NAME = AZURITE SCOUT
GENERAL = ULLAR
SPECIES = VIPER
UNIQUENESS = UNIQUE HERO
CLASS = SCOUT
PERSONALITY = RELENTLESS
SIZE/HEIGHT = MEDIUM 6
BASE SIZE = LARGE SINGLE
LIFE = 5
MOVE = 7
RANGE = 1
ATTACK = 3
DEFENSE = 3
POINTS = ??
VENOM SPRAY SPECIAL ATTACK
Range 3. Attack 3.
Azurite Scout may not use Venom Spray Special Attack on adjacent figures. Defending figures roll 1 less defense dice.
SLITHER
Azurite Scout does not have to stop her movement when entering water spaces.
FRENZY
After you take a turn with Azurite Scout, roll the 20-sided die. If you roll a 16 or higher you may take another turn with Azurite Scout.
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Older Customs
Spoiler Alert!
TONY THURMAN
"We're going in," said a voice over the radio.
"10-4. Watch your back. This guy is tricky," Tony Thurman responded. After 5 years, his SWAT Team "Sigma" had finally tracked down the assassin. His only possible remaining hideout was in the rickety house on the outskirts of town, which Tony's team had surrounded. Now they were ready to enter and end this chase.
"Alpha-T, we're in. You're a go."
"Roger." Tony busted through the front door and entered the dusty kitchen. The setting sun's rays were cast in the adjoining room at the opposite end of the kitchen. As Tony scanned the room, he looked back through the opposite doorway, only to see a figure in red standing there.
"Well, if it isn't Isamu. You know how long I had been looking for you? Come on, let's finish this!" Tony drew his gun as Isamu's katana shimmered in the sunlight.
-------
"Alpha-T? Confirm you location. Over. Alpha-T?" The second-in-command spoke into the radio.
At the other end of the house, the rest of the team heard gunfire and the sound of metal clashing, followed by a flash of light. They ran to the source of the sound. Upon entering the kitchen, their flashlights flicker across the room. There is no one is sight, only the signs of blood on the floor. Their confusion is only short-lived, however, as they spot a red figure run across the window, and are forced to give chase.
BILLA THE BOAR
BILLA THE BOAR
Utgar
Boar
Unique Hero
Beast
Loyal
Small 3
Life: 2
Move: 6
Range: 1
Attack: 3
Defense: 3
Points: 40?
ORNAK'S PET
After revealing an order marker on and taking a turn with an Orc Hero you control, you may take a turn with Billa the Boar. If Billa the Boar ends her move adjacent to an Orc Hero you control, add 1 to Billa's attack for that turn. When Billa is destroyed by an opponent's attack or special power, you may place her on a Unique Orc Hero's Army Card. Billa's Spirit adds 1 to the normal attack number on that card.
HEADLONG CHARGE
Billa the Boar receives 1 additional attack die when attacking any figure that was at least 3 clear sight spaces away from Billa at the start of her turn.
DISENGAGE
Billa the Boar is never attacked with leaving an engagement.
ASHI-DHULU
ASHI-DHULU
Valkrill
Demon
Unique Hero
Devourer
Menacing
Large 8 (Single Base)
Life: 4
Move: 5
Range: 1
Attack: 4
Defense: 5
Points: 115
DEVOUR
Before attacking with Ashi-Dhulu, you may choose a small or medium Common figure on a space where Ashi-Dhulu could end his Stealth Underground Movement. Destroy the chosen figure and immediately place Ashi-Dhulu on that space using Stealth Underground Movement.
STEALTH UNDERGROUND MOVEMENT
Instead of moving normally with Ashi-Dhulu, you may immediately place him on any empty non-water space that is within 4 spaces of Ashi-Dhulu and is no higher than 1 level above his height or 3 levels below his base. If Ashi-Dhulu is engaged when he starts his Stealth Underground Movement, he will not take any leaving engagement attacks.
KHAOSBRINGER FIREFLY
KHAOSBRINGER FIREFLY
Valkrill
Soulborg
Unique Hero
Khaosbringer
Merciless
Large 6 (Single-Spaced)
Life: 3
Move: 5
Range: 7
Attack: 3
Defense: 7
Points: 150?
DOUBLE ATTACK
When Khaosbringer attacks with a normal attack, Khaosbringer may attack one additional time.
FIREFLY BARRAGE SPECIAL ATTACK
Range 6. Attack 3.
Choose up to 6 figures within range to attack. Roll attack dice for each figure individually. Khaosbringer may target and attack figures while engaged, but must target and attack opponent's figures it is engaged with first. Khaosbringer may only use Firefly Barrage Special Attack once per round.
ARMOC WARLORD
She is a Yuan-Ti Swiftscale from the DnD Starter set.
Backstory:
Wielding the sword and shield of Raptorian Supreme, Daenoterrix, the young Viper earned her rank after leading the Raptorian's assassination prior to the war.
KE-JAR-RA
Marro
Unique Hero
Overlord
Wild
Medium 4
Life: 5
Move: 5
Range: 5
Attack: 3
Defense: 3
Points: 90?
MARRO HUNTER DEFENSIVE ENHANCEMENT
All Marro Hunters you control within 5 clear sight spaces of Ke-Jar-Ra add one to their defense dice.
SWAMP WATER TUNNEL
If Ke-Jar-Ra ends his normal movement on a swamp water space, you may immediately him on any empty same-level swamp water space within 5 spaces. If Ke-Jar-Ra is engaged when he starts to tunnel, he will take any leaving engagement attacks.
DOUBLE ATTACK
When Ke-Jar-Ra attacks, he may attack one additional time.
Ke-Jar-Ra is a Marro Drudge Repaint.
WAR HORSE OF TROY
My brother Duckman created the initial idea to have a Horse figure in Heroscape that could actually carry figures throughout the game, as compared to the current Carry power used in Heroscape. I was tasked to come up with the lingo to make this power compatible and explained easily. As you can see, there is a lot of text. No wonder an official figure was never made to have this power.
Now, the miniatures can be found here on the Safari Ltd. site, which is a Horses TOOB, and contains 12 horses for $10.99. Since they are uncommon, I would wager I would never use more than four in an army, and most likely two will be used. You can pick which ones you want to use, and maybe trade off the rest.
EDIT: More info on the Horse, such as size, can be found here.
So, what do you guys think of the War Horse of Troy?
Spoiler Alert!
(Mini is Superman #011 Gangbuster.)
TONY THURMAN
Einar
Human
Unique Hero
Lawman
Determined
Medium 4/5
Life: 5
Move: 5
Range: 7
Attack: 2
Defense: 2
Points: 80-90? (Playtests to figure out.)
POINT BLANK SPECIAL ATTACK
Range 3. Attack 5.
Adjacent figures attacked by Point Blank Special Attack subtract 1 from their defense.
EVASIVE 3
When Tony Thurman rolls defense dice against an attacking figure who is not adjacent, add 3 to his defense.
"We're going in," said a voice over the radio.
"10-4. Watch your back. This guy is tricky," Tony Thurman responded. After 5 years, his SWAT Team "Sigma" had finally tracked down the assassin. His only possible remaining hideout was in the rickety house on the outskirts of town, which Tony's team had surrounded. Now they were ready to enter and end this chase.
"Alpha-T, we're in. You're a go."
"Roger." Tony busted through the front door and entered the dusty kitchen. The setting sun's rays were cast in the adjoining room at the opposite end of the kitchen. As Tony scanned the room, he looked back through the opposite doorway, only to see a figure in red standing there.
"Well, if it isn't Isamu. You know how long I had been looking for you? Come on, let's finish this!" Tony drew his gun as Isamu's katana shimmered in the sunlight.
-------
"Alpha-T? Confirm you location. Over. Alpha-T?" The second-in-command spoke into the radio.
At the other end of the house, the rest of the team heard gunfire and the sound of metal clashing, followed by a flash of light. They ran to the source of the sound. Upon entering the kitchen, their flashlights flicker across the room. There is no one is sight, only the signs of blood on the floor. Their confusion is only short-lived, however, as they spot a red figure run across the window, and are forced to give chase.
BILLA THE BOAR
Spoiler Alert!
BILLA THE BOAR
Utgar
Boar
Unique Hero
Beast
Loyal
Small 3
Life: 2
Move: 6
Range: 1
Attack: 3
Defense: 3
Points: 40?
ORNAK'S PET
After revealing an order marker on and taking a turn with an Orc Hero you control, you may take a turn with Billa the Boar. If Billa the Boar ends her move adjacent to an Orc Hero you control, add 1 to Billa's attack for that turn. When Billa is destroyed by an opponent's attack or special power, you may place her on a Unique Orc Hero's Army Card. Billa's Spirit adds 1 to the normal attack number on that card.
HEADLONG CHARGE
Billa the Boar receives 1 additional attack die when attacking any figure that was at least 3 clear sight spaces away from Billa at the start of her turn.
DISENGAGE
Billa the Boar is never attacked with leaving an engagement.
ASHI-DHULU
Spoiler Alert!
Spoiler Alert!
ASHI-DHULU
Valkrill
Demon
Unique Hero
Devourer
Menacing
Large 8 (Single Base)
Life: 4
Move: 5
Range: 1
Attack: 4
Defense: 5
Points: 115
DEVOUR
Before attacking with Ashi-Dhulu, you may choose a small or medium Common figure on a space where Ashi-Dhulu could end his Stealth Underground Movement. Destroy the chosen figure and immediately place Ashi-Dhulu on that space using Stealth Underground Movement.
STEALTH UNDERGROUND MOVEMENT
Instead of moving normally with Ashi-Dhulu, you may immediately place him on any empty non-water space that is within 4 spaces of Ashi-Dhulu and is no higher than 1 level above his height or 3 levels below his base. If Ashi-Dhulu is engaged when he starts his Stealth Underground Movement, he will not take any leaving engagement attacks.
KHAOSBRINGER FIREFLY
Spoiler Alert!
KHAOSBRINGER FIREFLY
Valkrill
Soulborg
Unique Hero
Khaosbringer
Merciless
Large 6 (Single-Spaced)
Life: 3
Move: 5
Range: 7
Attack: 3
Defense: 7
Points: 150?
DOUBLE ATTACK
When Khaosbringer attacks with a normal attack, Khaosbringer may attack one additional time.
FIREFLY BARRAGE SPECIAL ATTACK
Range 6. Attack 3.
Choose up to 6 figures within range to attack. Roll attack dice for each figure individually. Khaosbringer may target and attack figures while engaged, but must target and attack opponent's figures it is engaged with first. Khaosbringer may only use Firefly Barrage Special Attack once per round.
ARMOC WARLORD
Spoiler Alert!
She is a Yuan-Ti Swiftscale from the DnD Starter set.
Backstory:
Wielding the sword and shield of Raptorian Supreme, Daenoterrix, the young Viper earned her rank after leading the Raptorian's assassination prior to the war.
KE-JAR-RA
Spoiler Alert!
Marro
Unique Hero
Overlord
Wild
Medium 4
Life: 5
Move: 5
Range: 5
Attack: 3
Defense: 3
Points: 90?
MARRO HUNTER DEFENSIVE ENHANCEMENT
All Marro Hunters you control within 5 clear sight spaces of Ke-Jar-Ra add one to their defense dice.
SWAMP WATER TUNNEL
If Ke-Jar-Ra ends his normal movement on a swamp water space, you may immediately him on any empty same-level swamp water space within 5 spaces. If Ke-Jar-Ra is engaged when he starts to tunnel, he will take any leaving engagement attacks.
DOUBLE ATTACK
When Ke-Jar-Ra attacks, he may attack one additional time.
Ke-Jar-Ra is a Marro Drudge Repaint.
WAR HORSE OF TROY
Spoiler Alert!
My brother Duckman created the initial idea to have a Horse figure in Heroscape that could actually carry figures throughout the game, as compared to the current Carry power used in Heroscape. I was tasked to come up with the lingo to make this power compatible and explained easily. As you can see, there is a lot of text. No wonder an official figure was never made to have this power.
Now, the miniatures can be found here on the Safari Ltd. site, which is a Horses TOOB, and contains 12 horses for $10.99. Since they are uncommon, I would wager I would never use more than four in an army, and most likely two will be used. You can pick which ones you want to use, and maybe trade off the rest.
EDIT: More info on the Horse, such as size, can be found here.
So, what do you guys think of the War Horse of Troy?
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