These are a few customs I made a while back. They are just ideas I had that I thought were nifty, so I made customs out of them. WARNING: These customs have no figures in mind for any of them. They are purely ideas. Nothing about them have been tested, so they could very possibly break the game. Along with that, I have no accurate guess for point values, so I just went with what I thought sounded right. So here they are:
Jedediah Jenkins (120 points?)
Vydar
Unique Hero
Species: Human
Class: Inventor
Personality: Creative
Medium 6
Life: 5
Move: 5
Range: 1
Attack: 3
Defense: 4
Shotgun Blast Special Attack: Range 5 Attack 3
Choose a figure to attack. Any figures adjacent to the chosen figures are also affected by the Shotgun Blast Special Attack. Jedediah only needs a clear sight shot at the chosen figure. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Jedediah cannot be affected by his own Shotgun Blast Special Attack.
Creative Inventions:
After moving, and before attacking, Jedediah may place a previously unplaced invention on any unoccupied adjacent space.
Now to Jed's inventions...the enhancers:
Attack Enhancer (30 points?)
Vydar
Common Hero
Species: Invention
Class: Enhancer
Personality: Artificial
Small 2
Life: 1
Move: 0
Range: 1
Attack: 0
Defense: 3
Made for Enhancing:
Attack Enhancers may not ever attack or make leaving engagement attacks on any figure. Attack Enhancers can not be moved by any special power on any Army Card or glyph.
Attack Enhancement Aura:
All friendly figures within 4 spaces add 1 to their attack dice. The figure does not have to be within clear sight spaces.
Invention:
Attack Enhancers do not start on the battlefield. They must be placed by an inventor.
Defense Enhancer (30 points?)
Vydar
Common Hero
Species: Invention
Class: Enhancer
Personality: Artificial
Small 2
Life: 1
Move: 0
Range: 1
Attack: 0
Defense: 3
Made for Enhancing:
Defense Enhancers may not ever attack or make leaving engagement attacks on any figure. Defense Enhancers can not be moved by any special power on any Army Card or glyph.
Defense Enhancement Aura:
All friendly figures within 4 spaces add 1 to their defense dice. The figure does not have to be within clear sight spaces.
Invention:
Defense Enhancers do not start on the battlefield. They must be placed by an inventor.
Range Enhancer (30 points?)
Vydar
Common Hero
Species: Invention
Class: Enhancer
Personality: Artificial
Small 2
Life: 1
Move: 0
Range: 1
Attack: 0
Defense: 3
Made for Enhancing:
Range Enhancers may not ever attack or make leaving engagement attacks on any figure. Range Enhancers can not be moved by any special power on any Army Card or glyph.
Range Enhancement Aura:
All friendly figures within 4 spaces with a range of 4 or more may add 2 to their range. The figure does not have to be within clear sight spaces.
Invention:
Range Enhancers do not start on the battlefield. They must be placed by an inventor.
Jedediah's Inventions (90 points?)
Vydar
Unique Squad (of 4)
Species: Invention
Class: Protectors
Personality: Artificial
Move: 6
Range: 6
Attack: 2
Defense: 3
Enhancer Repair System 13
When an adjacent enhancer receives enough wounds to be destroyed from a normal attack, roll the d20. If you roll a 13 or higher, ignore any wounds.
A thought I once had was to use bottle caps as figures for the enhancers and just proxy the others, but I think these are just ideas in my mind.
Greater Flame Elemental (160 points?)
Utgar
Uncommon Hero
Species: Elemental
Class: Construct
Personality: Reckless
Huge 8
Life: 7
Move: 6
Range: 1
Attack: 5
Defense: 2
Lava Resistant
Negative Element
Raging Fire
Before moving, you must roll the d20. If you roll a 1-4, this Greater Flame Elemental receives 2 wounds. If you roll a 5-9, this Greater Flame may attack one additional time. If you roll a 10-19, this Greater Flame may attack 2 additional times this turn. If you roll a 20, this Greater Flame may attack 3 additional times this turn.
Thoughts, questions, comments, and concerns are all interests of mine, so please share!
Jedediah Jenkins (120 points?)
Vydar
Unique Hero
Species: Human
Class: Inventor
Personality: Creative
Medium 6
Life: 5
Move: 5
Range: 1
Attack: 3
Defense: 4
Shotgun Blast Special Attack: Range 5 Attack 3
Choose a figure to attack. Any figures adjacent to the chosen figures are also affected by the Shotgun Blast Special Attack. Jedediah only needs a clear sight shot at the chosen figure. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Jedediah cannot be affected by his own Shotgun Blast Special Attack.
Creative Inventions:
After moving, and before attacking, Jedediah may place a previously unplaced invention on any unoccupied adjacent space.
Now to Jed's inventions...the enhancers:
Attack Enhancer (30 points?)
Vydar
Common Hero
Species: Invention
Class: Enhancer
Personality: Artificial
Small 2
Life: 1
Move: 0
Range: 1
Attack: 0
Defense: 3
Made for Enhancing:
Attack Enhancers may not ever attack or make leaving engagement attacks on any figure. Attack Enhancers can not be moved by any special power on any Army Card or glyph.
Attack Enhancement Aura:
All friendly figures within 4 spaces add 1 to their attack dice. The figure does not have to be within clear sight spaces.
Invention:
Attack Enhancers do not start on the battlefield. They must be placed by an inventor.
Defense Enhancer (30 points?)
Vydar
Common Hero
Species: Invention
Class: Enhancer
Personality: Artificial
Small 2
Life: 1
Move: 0
Range: 1
Attack: 0
Defense: 3
Made for Enhancing:
Defense Enhancers may not ever attack or make leaving engagement attacks on any figure. Defense Enhancers can not be moved by any special power on any Army Card or glyph.
Defense Enhancement Aura:
All friendly figures within 4 spaces add 1 to their defense dice. The figure does not have to be within clear sight spaces.
Invention:
Defense Enhancers do not start on the battlefield. They must be placed by an inventor.
Range Enhancer (30 points?)
Vydar
Common Hero
Species: Invention
Class: Enhancer
Personality: Artificial
Small 2
Life: 1
Move: 0
Range: 1
Attack: 0
Defense: 3
Made for Enhancing:
Range Enhancers may not ever attack or make leaving engagement attacks on any figure. Range Enhancers can not be moved by any special power on any Army Card or glyph.
Range Enhancement Aura:
All friendly figures within 4 spaces with a range of 4 or more may add 2 to their range. The figure does not have to be within clear sight spaces.
Invention:
Range Enhancers do not start on the battlefield. They must be placed by an inventor.
Jedediah's Inventions (90 points?)
Vydar
Unique Squad (of 4)
Species: Invention
Class: Protectors
Personality: Artificial
Move: 6
Range: 6
Attack: 2
Defense: 3
Enhancer Repair System 13
When an adjacent enhancer receives enough wounds to be destroyed from a normal attack, roll the d20. If you roll a 13 or higher, ignore any wounds.
A thought I once had was to use bottle caps as figures for the enhancers and just proxy the others, but I think these are just ideas in my mind.
Greater Flame Elemental (160 points?)
Utgar
Uncommon Hero
Species: Elemental
Class: Construct
Personality: Reckless
Huge 8
Life: 7
Move: 6
Range: 1
Attack: 5
Defense: 2
Lava Resistant
Negative Element
Raging Fire
Before moving, you must roll the d20. If you roll a 1-4, this Greater Flame Elemental receives 2 wounds. If you roll a 5-9, this Greater Flame may attack one additional time. If you roll a 10-19, this Greater Flame may attack 2 additional times this turn. If you roll a 20, this Greater Flame may attack 3 additional times this turn.
Thoughts, questions, comments, and concerns are all interests of mine, so please share!
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