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Soundwarp's Custom Cards 2.0 Update 4-15

Soundwarp SG-1

A Jacquee in Disguise?
Site Supporter
Hey all, I've decided to start up a new custom card thread.

My old card thread was... well old and cluttered and has a lot of old designs that I'm not really happy with. By starting fresh I get to preserve my old thread for posterity while slowly moving designs over here once they are up to par.

Anyway, Le Cards de Custom avec Soundwarp

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Current Card(s)
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wandering_wizard_swc_original.jpg

Wandering Wizard
Homeworld: Grymwold
Synergy:
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Notes:
-Figure is a modified Mage Knight figure (name unknown)
-Single Based
-Text for Gift of Magic: Start the game with 4 Mana Markers on this card. At the end of each round, if there are less than 4 Mana Markers on this card, you may place a Mana Marker on this card.

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Jandar (13)
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Ullar (12)
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Vydar (7)
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Eniar (8 )
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Aquilla (13)
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Utgar (19)
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Marro (17)
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CUSTOM GENERALS
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Volthrax (1)
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Ozirael (1)
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Freyja (1)
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Sigyn (1)
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Xenothea (1)
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Re: Soundwarp's Custom Cards 2.0

These seem really cool! I especially like the spirit king one! Although you forgot to add the '1-5 nothing happens' bit, but other than that, he looks really interesting to play with, as that power is quite a bit different to the other turn taking ones on mind flayer, doctor doom and others.
Samthegoat
 
Re: Soundwarp's Custom Cards 2.0

These seem really cool! I especially like the spirit king one! Although you forgot to add the '1-5 nothing happens' bit, but other than that, he looks really interesting to play with, as that power is quite a bit different to the other turn taking ones on mind flayer, doctor doom and others.
Samthegoat

Thanks! :up:

Actually, I left the 'nothing happens' part out on purpose. Mostly to save space, but partly because I was worried it could be misinterpreted as canceling out Oberex's turn. I don't know, I guess I could fit it in, but I'm not entirely sure it is needed.

In other news, I uploaded a new card: The Slaves of Sudema



Basically, they're designed to be a screen/support for Sudema.
 
Re: Soundwarp's Custom Cards 2.0 Update 1-19

Like the Sudema's Slaves. Nice work. I have to steal them and change them to Valkrill to go with my custom Sudema and her guards and priests.
 
Re: Soundwarp's Custom Cards 2.0 Update 1-19

The slaves seem pretty overpowered.
1) They buff braxas, who doesn't need any help.
2) With just three, Dund has a 40% chance of wiping your opponent for a whole round.
Just a little nitpicks here and there, overall a very thematic unit. Maybe make the bonus max +1?
 
Re: Soundwarp's Custom Cards 2.0 Update 1-19

The slaves seem pretty overpowered.
1) They buff braxas, who doesn't need any help.
2) With just three, Dund has a 40% chance of wiping your opponent for a whole round.
Just a little nitpicks here and there, overall a very thematic unit. Maybe make the bonus max +1?

I don't know if they are OP. They are pretty slow and with no synergy or bonding that I can think of (other then their d20 buff obviously), OM management would be tough with these guys. I would put these guys as underpowered, it seems they would get eaten up before you can sneak an OM on the hero you want to buff. That's my :2cents:
 
Re: Soundwarp's Custom Cards 2.0 Update 1-19

The slaves seem pretty overpowered.
1) They buff braxas, who doesn't need any help.
2) With just three, Dund has a 40% chance of wiping your opponent for a whole round.
Just a little nitpicks here and there, overall a very thematic unit. Maybe make the bonus max +1?

I don't know if they are OP. They are pretty slow and with no synergy or bonding that I can think of (other then their d20 buff obviously), OM management would be tough with these guys. I would put these guys as underpowered, it seems they would get eaten up before you can sneak an OM on the hero you want to buff. That's my :2cents:
I don't know, I just don't like how there power is infinitely stacking, especially for a 20d roll. Sure, it might be hard to set up, but if I got 6 next to Dund, I could wipe your order makers with relability every turn. I see where your coming from, and I know it's a big "what if", but I think it's a legitamite concern.
 
Re: Soundwarp's Custom Cards 2.0 Update 1-19

Thanks for the feedback guys

The slaves seem pretty overpowered.

I think you're over estimating them a bit. As shafizele said, they are slow and don't bond with any of the figures they boost.

1) They buff braxas, who doesn't need any help.

True, there wasn't a good way to cut her out with out arbitrarily limiting the power to non-huge figures or something. However, they can only boost 1 of her rolls per turn. Plus they cost the same as the greenscales, who work much better with Braxas.

2) With just three, Dund has a 40% chance of wiping your opponent for a whole round.

I don't think that's a bad thing though. It's not like you just get to do that without any investment, you have to get the mummies engaged and then have Dund in range without moving him on his turn.

Even in a best case scenario where you have 3 mummies next to a target within 4 spaces of Dund at the beginning of the round and you win int, you're still more or less giving up a turn to possibly take out 3 of your opponents turns. And that's only if he puts all his markers on one card.

Just a little nitpicks here and there, overall a very thematic unit. Maybe make the bonus max +1?

Glad you like them thematically. I could see limiting the bonus to +3 (not that you're likely to get more than that anyway), but at a +1 limit I think they would be totally useless. I honestly can't think of a build were I would take them over the Deathreavers in that case, even if the Deathreavers suddenly cost 60 points a squad.


In other news, a new card: The I.J.D. Drones

 
Re: Soundwarp's Custom Cards 2.0 Update 1-21

I.J.D. Drones

I like the concept. I'd love to see pics of these little buggers on the battlefield alongside their Soulborg allies. Is the synergy with Eltahale intentional?


Obrex the Spirit King

Yikes. Terrifying guy to armies other than mass commons. High price tag to match though. It's an interesting way to make armies of Uniques viable. The more I think about it, the more I like the concept. How well does he play?


Slaves of Sudema

Neat way of creating synergy. As a squad they are pretty crappy, but the boost is worthwhile (though I fear they are too slow to make it useable). So they need a d20 hero to make their points worth. I suspect a black wyrmling + mummies army would be their best, though they would need to shore up their weakness against large/huge somehow. Grim Resolve is a great power; I may steal that one sometime.


Hattori Hajime
Is the name a vague reference to the well-known historical figure Hattori Hanzo?

Naginata Strike is an interesting twist on Engagement Strike. I wonder how well he would play alongside Air Elementals. Naginata Counterstrike seems a little odd to me, though. You give him Reach of a sort, but limit the height difference. The odd result is that he can't counterstrike figures attacking at range 1 from three levels down or three levels up, where Counter Strike normally would.


Herok

As mentioned in my thread, your charge ability is similar to mine, though it's also quite different. One oddity with yours happens when Herok dies while charging, whether from falling damage, lava, or large/huge engagement strikes. Special powers disappear when the unit dies, so you would not roll for the figures he trampled through. Still, game not simulation; it works well and I can't think of any problems with it. Charging Strike seems unnecessary; the unit is interesting enough with Trampling Charge. But it is flavorful and useful.


Gra-Vro-Sa

A pretty good warlord for the Groks to pick. And actually a good warlord for the Romans to bond with too; GVS provides a useful (possibly) multi-attack ranged special attack. Cool mod too.
 
Re: Soundwarp's Custom Cards 2.0 Update 1-21

Wow, thanks for taking the time to review all of my cards :up:

I.J.D. Drones

I like the concept. I'd love to see pics of these little buggers on the battlefield alongside their Soulborg allies. Is the synergy with Eltahale intentional?

I'll have to take some pics of them on a map sometime. I do have one pic of them with Warden 816, they’re just on my plain photo background though.



Honestly I totally forgot about Eltahale being a Warden. I don't think they’re an overpowering combo, though they are a little weird thematically. I’d prefer to keep their bonding as general a possible though, helps to build up the ‘Guard/Warden’ cross factional theme.


Obrex the Spirit King

Yikes. Terrifying guy to armies other than mass commons. High price tag to match though. It's an interesting way to make armies of Uniques viable. The more I think about it, the more I like the concept. How well does he play?

I haven’t had a chance to playtest him yet, but I think he should do pretty well with the right army. He would go best with unique squads I suppose, takes out some of the OM efficiency issues once the squads take casualties.


Slaves of Sudema

Neat way of creating synergy. As a squad they are pretty crappy, but the boost is worthwhile (though I fear they are too slow to make it useable).

I might bump their move up to 5, so far in playtesting they haven’t done much of anything.

So they need a d20 hero to make their points worth. I suspect a black wyrmling + mummies army would be their best, though they would need to shore up their weakness against large/huge somehow.

Something like

Black Wyrmling X6
Slaves of Sudema X3
Sudema

Might be a fun army to try, Sudema at least sort of serves a purpose there as a large/huge killer.

Grim Resolve is a great power; I may steal that one sometime.

Feel free to steal away! I'm quite happy with Grim Resolve, it makes a nice cheaper alternative to the standard Tough set up.

Hattori Hajime
Is the name a vague reference to the well-known historical figure Hattori Hanzo?

Yup. I'm pretty sure I took 'Hajime' from someone too, though I don't remember who exactly. Not really sure if the name is really a proper Japanese name, but I like how it looks.

Naginata Strike is an interesting twist on Engagement Strike. I wonder how well he would play alongside Air Elementals.

Ouch, yeah that could be a nasty combo. I might have to test them to make sure it's not unbalanced against pure melee armies.

Naginata Counterstrike seems a little odd to me, though. You give him Reach of a sort, but limit the height difference. The odd result is that he can't counterstrike figures attacking at range 1 from three levels down or three levels up, where Counter Strike normally would.

Hmm, that's not how it's supposed to work. The idea was to extend his reach 2 levels past his height and 2 levels lower than his base. I thought that’s how the wording works.

“If the attacking figure is within 2 clear line of sight spaces of Hattori Hajime, and its base is no more than 2 levels above Hattori's height or its height no more than 2 levels below Hattori's base,”


Or am I just totally off base here?

Herok

As mentioned in my thread, your charge ability is similar to mine, though it's also quite different. One oddity with yours happens when Herok dies while charging, whether from falling damage, lava, or large/huge engagement strikes. Special powers disappear when the unit dies, so you would not roll for the figures he trampled through. Still, game not simulation; it works well and I can't think of any problems with it.

I didn't even think about him getting destroyed mid charge, but I can't really think of a good wording fix for it with out changing it to function like Trample Stomp. As you said game not a simulation, so it doesn’t really bother me too much.

Charging Strike seems unnecessary; the unit is interesting enough with Trampling Charge. But it is flavorful and useful.

I more or less threw Charging Strike on last minute just so he would have something against large and huge figures. Though I do like how it self synergizes with Trampling Charge. I don't know, do you think I should remove it?



Gra-Vro-Sa

A pretty good warlord for the Groks to pick. And actually a good warlord for the Romans to bond with too; GVS provides a useful (possibly) multi-attack ranged special attack. Cool mod too.

Thanks
 
Re: Soundwarp's Custom Cards 2.0 Update 1-21

Just curious, what does the I.J.D. stand for? They are amazing sculpts with cool powers.

Ignore the question I found the answer. I should have known to check your mods thread:duh:
 
Re: Soundwarp's Custom Cards 2.0 Update 1-21

Hmm, that's not how it's supposed to work. The idea was to extend his reach 2 levels past his height and 2 levels lower than his base. I thought that’s how the wording works.

“If the attacking figure is within 2 clear line of sight spaces of Hattori Hajime, and its base is no more than 2 levels above Hattori's height or its height no more than 2 levels below Hattori's base,”

Or am I just totally off base here?

An adjacent figure is within 2 clear line of sight spaces, and thus is subject to the same 2 levels above or below restriction that figures two spaces away are. So with this wording he can't counter strike adjacent figures more than two levels above or below him, like normal counter strike can.

I more or less threw Charging Strike on last minute just so he would have something against large and huge figures. Though I do like how it self synergizes with Trampling Charge. I don't know, do you think I should remove it?

I've been on a kick lately about simplicity of designs. Trampling Charge gives him lots of character and playability already. Additionally, I like seeing weak points in units; if Charging Strike is meant to shore up one of his only weak points, you should take a second look at it. But I'm not strongly opinionated on this particular issue, and it's your unit to decide what is best. Just a suggestion.
 
Re: Soundwarp's Custom Cards 2.0 Update 1-21

Thanks for the reply Soundwrap. I was overestimating them; but I still think you should max the bonus to +3. The Wyvern+Slaves+Dund+Q9+Raelin+x amout of deathreavers could shut down an army with a large common core. Though that might not be a bad thing... ;)
 
Re: Soundwarp's Custom Cards 2.0 Update 1-21

Maybe to fix the Trampling charge power add in a sentence, such as if Herok takes enough damage to be destroyed while charging he must immediately end his charge and be removed from the game.:shrug:
However another idea would be he can't take any leaving engagements attack while charging but can only charge if he is unengaged or not adjacent to a large or huge figure.
Last thought, you could make it that if he takes damage while charging, he ignores all wounds and instead ends his charge(however that makes little sense with lava or falling damage;)).
I think I read somewhere that most insects can with stand and survive immense falls do to having an exoskeleton as opposed to an endoskeleton, so an interesting power for him would be that he is impervious to falling damage and maybe "double" (I don't know what the next level of falling damage is) falling damage. This power would fix the falling damage in trampling charge.
By the way love the sculpt.
 
Re: Soundwarp's Custom Cards 2.0 Update 1-21

Hmm, that's not how it's supposed to work. The idea was to extend his reach 2 levels past his height and 2 levels lower than his base. I thought that’s how the wording works.

“If the attacking figure is within 2 clear line of sight spaces of Hattori Hajime, and its base is no more than 2 levels above Hattori's height or its height no more than 2 levels below Hattori's base,”

Or am I just totally off base here?

An adjacent figure is within 2 clear line of sight spaces, and thus is subject to the same 2 levels above or below restriction that figures two spaces away are. So with this wording he can't counter strike adjacent figures more than two levels above or below him, like normal counter strike can.

But the restriction isn't for the attacking figures base to be 2 levels or less above Hattori's base, its 2 levels or less above his height. Likewise, for attacks from bellow, it compares the attacking figures height to Hattori's base.

I've been on a kick lately about simplicity of designs. Trampling Charge gives him lots of character and playability already. Additionally, I like seeing weak points in units; if Charging Strike is meant to shore up one of his only weak points, you should take a second look at it. But I'm not strongly opinionated on this particular issue, and it's your unit to decide what is best. Just a suggestion.

I'm kind of torn on this one. I can see reasons to keep the power and reasons to ditch it, I think I’ll just think on it awhile.

Thanks for the reply Soundwrap. I was overestimating them; but I still think you should max the bonus to +3. The Wyvern+Slaves+Dund+Q9+Raelin+x amout of deathreavers could shut down an army with a large common core. Though that might not be a bad thing... ;)

Well now I'm gonna lay some ryzames up on yah, dog.

I will do some more playtesting and see if a limit to the Curse is needed.
But rest assured your thoughts have been heeded.
Though, even in that army I don't think they'd do enough.
Plus all those heroes make finding points tough
Would anybody like a peanut?

Yo


Maybe to fix the Trampling charge power add in a sentence, such as if Herok takes enough damage to be destroyed while charging he must immediately end his charge and be removed from the game.:shrug:
However another idea would be he can't take any leaving engagements attack while charging but can only charge if he is unengaged or not adjacent to a large or huge figure.
Last thought, you could make it that if he takes damage while charging, he ignores all wounds and instead ends his charge(however that makes little sense with lava or falling damage;)).
I think I read somewhere that most insects can with stand and survive immense falls do to having an exoskeleton as opposed to an endoskeleton, so an interesting power for him would be that he is impervious to falling damage and maybe "double" (I don't know what the next level of falling damage is) falling damage. This power would fix the falling damage in trampling charge.
By the way love the sculpt.

Thanks for the feedback

The power isn't broken or anything, just slightly weird thematically. Like I said before, it doesn't bother me enough to feel the need jump through hoops to fix it. But thanks for the suggestions.

I believe insects being resistant to falls in real life is due to a low terminal velocity as much as having exoskeletons (though I'm hardly an expert on such things), and that obviously wouldn't apply to Herok. Most maps aren’t going to have high enough elevation for Herok to worry about falling damage anyway. Though fall damage resistance would be a cool power for smaller insects to have.



Also, I have a 'new' card Today, Haya the ninja


 
Re: Soundwarp's Custom Cards 2.0 Update 1-23

Hmm, well guess no one thought much of that one.

Anyway new card



Nothing special, just another Gladiator hero option.
 
Re: Soundwarp's Custom Cards 2.0 Update 2-01

I like 'em both. What about Verus justifies the range value?

I think Haya looks like a lot of fun. :thumbsup:
 
Re: Soundwarp's Custom Cards 2.0 Update 1-21

But the restriction isn't for the attacking figures base to be 2 levels or less above Hattori's base, its 2 levels or less above his height. Likewise, for attacks from bellow, it compares the attacking figures height to Hattori's base.

Oh yeah, you're right. I didn't notice the slight wording change there. It does work the way you have it, I think.
 
Re: Soundwarp's Custom Cards 2.0 Update 2-01

I like 'em both. What about Verus justifies the range value?

I think Haya looks like a lot of fun. :thumbsup:

Thanks, the range is just from his spear. I thought about giving him some kind of 'thrown spear' mechanic or the like, but I decided to keep him relatively simple.

Also, new card

 
Re: Soundwarp's Custom Cards 2.0 Update 2-10

My first impression is that Crystalline Form is very strong. If a squad has an attack of 3, to defeat him they would need to roll all skulls and for him to roll no shields. It might not be as bad as I think it is. Have you playtested this by pitting him against a few squads to see how balanced it is?
 
Re: Soundwarp's Custom Cards 2.0 Update 2-10

My first impression is that Crystalline Form is very strong. If a squad has an attack of 3, to defeat him they would need to roll all skulls and for him to roll no shields. It might not be as bad as I think it is. Have you playtested this by pitting him against a few squads to see how balanced it is?

Thanks for the feedback

It's pretty powerful ability. I haven’t had a chance to playtest him yet, so hopefully it's not totally ridiculous. I didn't want to start him too high though, most squads have at least 3 attack and enough attacks per turn that they will hit the 3 skulls eventually, then all he has to do is blank which isn't terrible uncommon with 3 defense.

I might drop his defense down to 2, that way he really doesn’t have much hope of surviving once the 3 skulls come.
 
Re: Soundwarp's Custom Cards 2.0 Update 2-10

Might need to add 'from a normal or special attack' to Crystalline Form. If I'm interpreting it correctly, at the moment he effectively has disengage as well, resistance from lava tiles, and a hard counter for the Glyph of Wannok.
 
Re: Soundwarp's Custom Cards 2.0 Update 2-10

Might need to add 'from a normal or special attack' to Crystalline Form. If I'm interpreting it correctly, at the moment he effectively has disengage as well, resistance from lava tiles, and a hard counter for the Glyph of Wannok.

Agreed. Lowering his defense lowers his points as well I think. The point value is good where it's at right now when putting him up against DWK 9000, technically DWK is invincible to attacks of 3 but we all know that probs and stats don't work out that way. His offensive potential is good, but not great, he mainly serves as an annoying damage absorber. I think that he will never be the main offense of an army, so he's a really good clean-up or a even better glyph holder, which again is not bad for 140 points.

If you really do want to change it though, I would suggest actually increasing his defense and limiting the "healing" to the end of the turn. As in if the entire squad takes a turn and doesn't kill him he fully heals, no clue how one would word that though. Btw the mini looks awesome like usual.
 
Re: Soundwarp's Custom Cards 2.0 Update 2-10

Might need to add 'from a normal or special attack' to Crystalline Form. If I'm interpreting it correctly, at the moment he effectively has disengage as well, resistance from lava tiles, and a hard counter for the Glyph of Wannok.

The disengage/lava resistance thing is intentional (didn't think of Wannok though), he also ignores Marro Plague and lot of other powers that I don't think should affect a giant Crystal man. I really want him to be hard to hurt, and having a bunch of powers that just side step his defenses doesn't really jive with me. I'd rather raise his points than limit C Form to attacks only.

If you really do want to change it though, I would suggest actually increasing his defense and limiting the "healing" to the end of the turn. As in if the entire squad takes a turn and doesn't kill him he fully heals, no clue how one would word that though. Btw the mini looks awesome like usual.

Thanks

That would be an interesting power, not really what I'm going for with this guy though.

Wording wise, I think a power like that would go something like:

"At the end of each player's turn, remove all Wound Markers on this Army Card. "



Also new cards for two of my old figures, including one of my very first mods! Which just shows how far behind I am on the cards for figures front.






These guys are pretty similar, they're what happens when Marro Epic Fail at Cloning. I'm pretty happy with the remainder, I think a few of them in a Marro Divider build could be legitimately useful (also the name is a math joke, who doesn't love that?). I'm less happy with the Mutation, their power might be more of a hindrance than a help, but I'm not sure what else to do with them.

In other news, I updated Hattori's card with a slight wording fix. Originally Naginata Strike was limited to only being able to hit the same figure once per turn, but that doesn't really work since several powers let figures move outside of a turn. So it is now limited to once per move instead of once per turn
 
Re: Soundwarp's Custom Cards 2.0 Update 2-22

Hey all, another update.



Nothing to complex, just a filler hero for the Dwarves.
 
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