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Personwholives Randomly Updated Customs Thread

personwholives

Active member
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I decided to start trying to get down some of my interesting custom ideas. So here is one I came up with, fiddled with a bit, found a figure for, but haven't gotten to playtest yet.

Giermund the Viking Champion
GENERAL = Utgar
PLANET = Earth
SPECIES = Human
UNIQUENESS = Unique Hero
CLASS = Champion
PERSONALITY = Relentless
SIZE/HEIGHT = Medium/5

LIFE = 3
MOVE = 5
RANGE = 1
ATTACK = 5
DEFENSE = 2
POINTS = 65

OVEREXTEND ATTACK
After taking a turn with Giermund, you may place a wound marker on Giermund and take another turn with him. You may use this power only once per round.

RELENTLESS ATTACKERS SPIRIT 1
When Giermund is destroyed, place this figure on any unique Army Card. Giermund’s Spirit subtracts 1 from the defense number on that card.


BIO:
While some warriors are trained to attack and defend as needed, Giermund missed a few classes growing up. His style is more of a "hit it until it stops moving" style. Giermund was taught to hit, hit hard, and keep hitting, no matter the cost to himself, and that is the philosophy he lives (and dies) by. Even after death, he continues to hassle his opponents, making it harder for them to know which attacks are real, and which attacks are phantoms.

FIGURE = http://www.auggiesgamesonline.com/Human-Warrior-Evil_p_1137.html

DESIGN NOTES:
I had debated making the spirit subtract 2, but I thought that might be too powerful (especially in a DK army). At the very least, it would require a raising of the points. (And yes, you can place spirits like this on an opponents card. You just don't usually want to (until this one). Actually, you could probably argue for putting your warriors armor spirit on an opponents krug in certain weird circumstances, but not many I can think of, and most of them are too convoluted to imagine)

You can definitely pull some big attacks if you get lucky. But, he's got a very low defense, so you've got to use him carefully. The bonding options help, though, since he usually won't be taking the order markers directly.

I would appreciate any feedback. The points are a total stab in the dark, but I don't think they're too far from reality. (I'll make a card after I hear some feedback, I think, since I'm almost certain some things will need changed).
 
Personwholives,

RELENTLESS ATTACKERS SPIRIT 1 is one of the easiest to apply and understand, but still it is surprisingly the most classic in style (and innovative and should have been obvious to create--like a "why haven't many people considered this yet?" moment) special ability that I have seen in a while.

I'll give more feedback later, when I have more time to analyze the entire card.
 
Ditto. That looks like a solid card. Maybe a little under-priced for his attack, but he looks like he's easy take down, so its tough to tell. I would compare him to James Murphy, Shotgun Sully, and the cast of 80-point heroes to see where he fits.
 
RELENTLESS ATTACKERS SPIRIT 1 is one of the easiest to apply and understand, but still it is surprisingly the most classic in style (and innovative and should have been obvious to create--like a "why haven't many people considered this yet?" moment) special ability that I have seen in a while.

Yeah, I thought of that. I figured somebody would have made a similar power already. To be fair, I didn't go digging for one, so it could have already been done. But I thought it was a good, straightforward, and interesting idea, that could definitely bring some strategy to the game.

He's enough of a heavy hitter that you want to take him down, but once you do, he can really hurt you. Knock one defense off your Krav... that could be a big turning point.

I was trying to keep the points under 80, but I may have given him too much oomph for that. If that is the case, dropping the attack to 4 would be my preference over punching the points to 75+. But, glass-jaw. So I'm not sure.

Also, I'm hoping to get some playtesting games in this weekend, so that should help me get a better sense of him and his value.

ETA: I have no idea how to make a card, so this might show up in MCC or the like soon.
 
Managed to get a single playtest in today. He felt pretty good. The spirit works well, and the low defense makes him really hard to get into the front lines.

I'll admit, it was sort of an odd game to use him in... 3 player kill the player on your left. He made an impact, but mostly because I let him go hassle the third player instead of killing him on his way there. He was used as a target for shotgun sullivan.... that was just a weird game. I'll need to do some more playtesting to confirm the points.

Actually, my other thought is that I'll be looking for a different figure. The one I picked is more of a knight and less of a viking. So that's on my list.
 
Just looking over everything, I think it might be appropriate to price him at the same price as all the other RotV viking heroes. Put him at 80 points and add one life point. :2cents:

~Z
 
Cool idea.

Why Utgar instead of Jandar?

Pricing might be a bit of a beast on this guy. His Spirit's pretty powerful, and, while he's fragile, he has a built incentive for opponents to not attack him (including Leaving Engagement strikes, so he'll be difficult to pin down).
 
I liked using this guy this weekend with you. He has a great, unique spirit affect. Once he was at only 1 life and my knights were gone, it was just too tempting to use him as a target for Shotgun Sully, then get him on Tandros's card. At 3 life, I only really wanted to over-extend him once. If he had 1 more life and was 80, I may have used this one more time, but I think I like the idea of a cheaper viking hero. Plus, he is pretty great after he dies, too. I didn't really see any reason to change him after playing him yesterday. Great custom. :thumbsup:
 
As for Utgar v Jandar, I thought he didn't really feel right with the other Jandar guys, since he was a bit less of an honorable sort, like I feel most of Jandar's units are.

As for the pricing, I wanted to actually have him be a middle ground between Eldgrim and the 80 pointers. I could up his life and make him 80 points, but I kinda like the tradeoffs I made: high attack, so you have a reason to kill him, low defense, so you can, but that spirit means you might not want to kill him just yet....

On the other hand, that spirit only helps you kill one hero/squad. I feel like the other spirits are more useful long-term, since they affect more than one opponents unit. I'd love to hear more thoughts, though. I'm going to playtest him a bit more, hopefully, then see what other kind of feedback I can get on him.

Of course, that won't happen for a few weeks, I think.
 
It's time for a new custom. Together with Roninvalentina, I present the Black Bog Boomers:

Black bog boomers
3 man squad

Black powder boom special attack
Range 5. Lob 12. Attack 2.
One at a time do the following with each Black Bog Boomer: Roll a d20. If the roll is 4 or less, choose the figure currently making his attack, otherwise choose another figure to attack. No clear line of sight is needed. Any figures adjacent to the chosen figure are also affected by black powder boom. Roll 2 attack dice once for all affected figures, and add 1 skull to the results. Each figure rolls defense dice separately.

Powder to spare
For each killed Black Bog Boomer figure on this card, add two to the number of dice rolled for black powder boom, and add 1 extra die when rolling defense.

Keep low, keep fast
When a Black Bog Boomer rolls defense dice against a figure that is not adjacent and is not a Black Bog Boomer, one shield will block all damage.

Move 6
Range 1
Attack 3
Defense 3
Valkrill
Goblins
Unique squad
Sapper
Relentless

140 points

Figures:
http://www.pathfinderminis.com/gallery10.htm - Goblin Pyro 1 & 2
http://www.pathfinderminis.com/gallery6.htm - Mogmurch

Bio:
The Black Bog goblin tribe is small, but combative. A few special warriors in the group are trained in the use of explosive weapons, though not always trained as much as necessary. Scavenging supplies from their fallen comrades, the only thing more dangerous than 3 boomers coming towards you.... is 1.


We tested this unit in several games, and found it enjoyable, though extremely swingy (My first game, two goblins blew themselves up on their first attack). They rarely killed their points, though they were entertaining, and they forced different play than normal - as any cluster of figures was a guaranteed target. The powers are fairly simple... black powder boom is obviously a re-usable version of the airborne elite's grenade special, and keep low is a slight tweak on stealth dodge (wanted to not have to have the argument about "is a goblin adjacent to himself if he rolls low to throw his bomb?"). Obviously, a squad that could constantly throw bombs would be overpowered, but I think the risk of killing yourself (and if you're standing next to your own men, some other figures as well) makes up for the power of the attack. The last goblin standing will force you to go after it.... as he throws his bombs with lots of punch. It also means that an order marker on the last goblin standing is not a waste.... probably.

In terms of balance, we made a slight adjustment to the self destruct chance on boom (5 or less to 4 or less), otherwise, this figure is exactly as play tested. I wouldn't be surprised if it is overcosted, though by how much is a more interesting question. I'd love some feedback.... and if you think it would be fun, feel free to give them a try.
 
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