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YagyuNinja's Custom Units - Achilles

Master Xiao - I actually think he is more of a 110 point character just as he is. The Flying Kick SA gives him a good range attack, Engagement Strike is a good defense ability, and five life will keep him around for a while. Some suggestions/questions:

Flying Kick Special Attack
  • Does he have to be placed on an adjacent hex on the same elevation? I could see him being placed on a lower elevation if necessary but not on a higher one. Since the attack can't be used unless there is an empty adjacent hex I think this needs clarified.
  • Since he has to move to use this attack (nice caveat by the way), can he only use this attack in a straight line or can he fly around a corner to use it? Does he have to have LOS to the character he is using it on? Again, needs clarification.
Engagement Strike 13
  • The last sentence "Figures may be targeted only as they move into engagement with Master Xiao" is a bit superfluous. If you start the ability with 'As' instead of 'If' you don't need it as you have already adequately explained the ability. I.E. "AS an opponent's small or medium figure moves adjacent to Master Xiao..." It's obvious that this only happens as enemies move adjacent to Master Xiao so you can drop the last sentence.

Overall a good card and nicely matched abilities.
 
Thanks for the analysis, QBakies! I thought his cost might be high for only three defense, but the more I think about about him the combo of the ranged special (also a movement power) and engagement keep him enough of a force to justify 100 at least. I'm really afraid of making overpowered units, so I would prefer to fudge on the high end, though. I really need to get in some custom play testing.

Flying Kick -

Equal or lower elevation makes sense. I also considered making it so it could only target figures that are lower than his starting elevation. Right now, he could totally just kick his way up to the top of a castle wall. Actually, that fact alone might justify raising his cost to 110 (or more). Maybe the "only lower figures" caveat should go in.

LOS required. More of a "fly through the air foot forward" type of attack than an anime-inspired "jump in the air and come crashing down on your opponent" type attack.

Engagement Strike -

I was mostly copying the Nakita agents power.
If an opponent’s small or medium figure moves adjacent to a Nakita Agent, roll the 20-sided die. If you roll a 15 or higher, the opponent’s figure receives a wound. Figures may only be targeted as they move into engagement with a Nakita Agent.
Your wording is more precise though. I like it.
 
Kentonsama, I like him just the way he is, perfect cost for his abilities. He reminds me of Sparticus without the inspire which is the cause for the huge cost.

The monk guy, the only thing I see with him (and I think he is appropriately costed by the way) is does he do damage when using his special before terrain effects happen like lava for example. If the only adjacent open spot is molten lava, does he do his damage before the lava takes effect? This may be more important as different terrains with damaging capabilities are released in the future. Can he move through opponents figures? Does he need a line of sight? I really like him.

Your human champion in the power armour needs some wording work, check the first power, you may want to say may reroll up to two dice. The cost is appropriate for that bad boy.
 
I didn't even consider the fact that the way the power was written you could kick up to a castle wall. You definitely need to clarify. I would think 1-2 levels up in elevation and 4 down (you would take fall damage starting at 5 unless specified in the power) would be good.
 
Tiberius said:
Kentonsama, I like him just the way he is, perfect cost for his abilities. He reminds me of Sparticus without the inspire which is the cause for the huge cost.
Cool. Thanks!
Tiberius said:
The monk guy, the only thing I see with him (and I think he is appropriately costed by the way) is does he do damage when using his special before terrain effects happen like lava for example. If the only adjacent open spot is molten lava, does he do his damage before the lava takes effect? This may be more important as different terrains with damaging capabilities are released in the future. Can he move through opponents figures? Does he need a line of sight? I really like him.
Yeah, the attack would resolve before he would take lava damage. I thought about that, and that's why the power specifically says "after attacking, place Master xiao..." Also, he can move through all figures. And thanks again!
Tiberius said:
Your human champion in the power armour needs some wording work, check the first power, you may want to say may reroll up to two dice. The cost is appropriate for that bad boy.
I'm not sure who you're talking about here.

QBakies, I think for the sake of simplicity, it might be better if it is just anything lower. I'm OK with him going down any number of levels. He would be landing on the enemy anyway, and using them to break the fall. :)

I'll update the guy with proposed changes later today. Thanks again for your input, guys.
 
I updated him. Changed the wording to flying kick so he can only kick straight or down, and must land on the same level as his target. Also some graphical changes.

mastermonk_card.jpg
 
Sgt. Darke Aleksander

The name is from the Bizarro Heroscape project. The head and torso is Drake, the right arm and legs are from a Zettian, and the jetpack and left arm are from a DW9K.

His stats are a melding of the three units he includes parts from. I figure he was Drake's evil twin back on earth, and Utgar summoned him just a second too late. With no arms or legs, Utgar figured a bunch of DW and Zettian parts should work just fine. The meshing of man and machine isn't perfect though, and everything can go wrong at the most inopportune times. :twisted:

Again, suggestions on his points? The safest route with him would probably be to use flying very sparingly, but just once could very possibly get you up to a very high place. Once he has height, he has 5 attack and 7 defense. I think the danger of exploding and the low life keep his points pretty accurate.

SgtDarke.jpg


Interesting Factoid: The font I used for his name is the actual heroscape font Helvetica Neue Condensed Bold. Real Heroscape cards use Helvetica Neue Condensed Bold, Condensed Medium, and Condensed Light. Unfortunately, Condensed Bold is the only one that comes installed on Mac OS X. Still, it's fun to use!
 
yagyuninja said:
Sgt. Darke Aleksander

The name is from the Bizarro Heroscape project. The head and torso is Drake, the right arm and legs are from a Zettian, and the jetpack and left arm are from a DW9K.

His stats are a melding of the three units he includes parts from. I figure he was Drake's evil twin back on earth, and Utgar summoned him just a second too late. With no arms or legs, Utgar figured a bunch of DW and Zettian parts should work just fine. The meshing of man and machine isn't perfect though, and everything can go wrong at the most inopportune times. :twisted:

Again, suggestions on his points? The safest route with him would probably be to use flying very sparingly, but just once could very possibly get you up to a very high place. Once he has height, he has 5 attack and 7 defense. I think the danger of exploding and the low life keep his points pretty accurate.

SgtDarke.jpg


Interesting Factoid: The font I used for his name is the actual heroscape font Helvetica Neue Condensed Bold. Real Heroscape cards use Helvetica Neue Condensed Bold, Condensed Medium, and Condensed Light. Unfortunately, Condensed Bold is the only one that comes installed on Mac OS X. Still, it's fun to use!

Very cool creation there!
 
DRAKEdarkeKREADdearkARKEDkedarKEADRdakerRAKEDkaredDAREK

Woah. Yag, this Darke guy is too cool!
I think he could stand to be 110 points.
I'd love to see some more images of the figure.
SgtDarke.jpg
 
I got a chance to play master Jiao Jing Ling last night in a three player game. The armies were:

Me:
Master Jiao - 100
Syvarris - 100
Monks x2 - 160
Warmadillos - 40
TOTAL 400

Nephew:
Jotun - 225
Venoc Warlord - 120 (or Snake Leader, as he calls him)
Armoc Vipers - 65
TOTAL 410

Brother-in-law:
Taelord - 180
Minions x2 - 220
TOTAL 400

I won the game, and Master Jiao did right around 100 points worth of damage. He killed one minion with his kick and put one wound on Taelord and killed one minion with his engagement strike. Out of three people that engaged him, the strike hit twice.

Observations:

Wow he can move far in one turn with that kick. But limiting it to lower or same level only makes it far more restricted than it could be. It felt right - I had choices to make.

Once he's engaged he's a bit of a sitting duck. That's ok though, it balances out the strong strike and the super movement kick.

Overall I think he costs about right. I don't think even if I got a lot more play with him his points would come out to much more or less.

EDIT: Also, as you can see I wasn't facing any range (I felt kind of bad for taking Syvarris, after I noticed that). I still want to see how Jiao manages to neutralize ranged units.
 
Some nice customs here. I especially dig the Vader one. I was worried that Force Choke might be a little overpowered too, but it's good that you don't let it work on Soulborgs or he'd just wipe out guys like DW9K far too easily for his 150 point value. Vader's a cool character, though, and I think you represent him well here.
I'd love to see you do some more Star Wars customs. Not something I'm interested in making myself (I'm already undertaking enough customs projects!), but definitely something I'd be interested in playing!
 
yagyuninja said:
Interesting Factoid: The font I used for his name is the actual heroscape font Helvetica Neue Condensed Bold. Real Heroscape cards use Helvetica Neue Condensed Bold, Condensed Medium, and Condensed Light. Unfortunately, Condensed Bold is the only one that comes installed on Mac OS X. Still, it's fun to use!

How did you find this out? Is it posted somewhere on HS or did you come across it? I usually use Arial since thats by default font in the program I use for modding my cards.
 
If you get the official Nerak PDF from heroscape.com, you can see what fonts are used on the card (I learned this trick from H3xtr1p).
 
just an fyi, I nominated your Bizarro World Sgt. Drake and your Darth Vader for the Barracks.
 
Re: YagyuNinja's Custom Units

OK, I procrastinated and I need some quick advice on two customs I want to use as prizes for this saturday. Figures are ready, but I'm just thinking of the points for these two units.

First, the royal guards.
Royal-Guards_SAMPLE.jpg

Unique melee squad of four that can bond with either Nilfheim or Charos. Their chosen King also receives +1 defense (to a max of +2) from each adjacent royal guard. They add attacks for Charos, and even if they just take a couple shots for him before falling, that can be huge. Anyway, does 110 sound like enough?

Then, the Hypnotic Specter (yoink! thank you M:TG)
Specter.jpg

Unique low-cost hero with phantom walk and crippling gaze (Dund's power). I want a hero in this low point range, and I'm willing to change this guy to fit in the 30-60 range. I feel he can die so easily right now that he isn't worth more than 35, but his scare factor, does it make him worth more?

Thanks for your help!
 
Re: YagyuNinja's Custom Units (Need some quick criticism!)

The Royal Guard seem reasonably priced, not the bonding bargains that gruts are for Mimring, but bonding with more powerful dragons and with a nice synergy for Charos. I could even see knocking them down a small amount of points after playtesting.
But by contrast, the Hypnotic Specter seems insanely overpowered for his cost... which is arguably in keeping with his MtG roots where he was one of the best possible creatures for his cost. :D But really, why would anyone take Dund if they could take HS instead? You have to balance the card against Dund, since Dund is the direct competition, and creating a custom that is in all ways a better pick than an official unit is the kiss o' death. Accordingly, since official HS prices the 'wipe order markers' ability extremely conservatively, you have to follow likewise with your card, for better or worse.
 
Re: YagyuNinja's Custom Units (Need some quick criticism!)

Thanks for the input! I've had the guards bouncing around for a while so I've had more time to think them through.

The specter...I guess I didn't really think about the fact that Dund's power is pretty much the whole basis for his cost. And this guy has only one less life, too. Hmmmmm. I guess if I take Dund's power I have to either make the guy extremely easy to kill, or make him cost close to 110. How about 60 points and 2 defense? That might make using him enough of a risk that it would be worth the extra 50 points to get Dund...

Anyway, I'll think about how to fix it.
 
Re: YagyuNinja's Custom Units

I am liking what I am seeing in this new underdark expansion...
Royal-Guards_SAMPLE.jpg

green_original.jpg

Similar, but while mine boosted and protected their king, the greenscales are boosted by the presence of their king. Neato.
 
Re: YagyuNinja's Custom Units

I need some advice on a custom I'm working on for my nephew. He loves the Obsidian Guards and asked if I could make this figure into a leader for them.

Wording or points suggestions? I'll check his height later. He essentially can be a mobile lava throw base for guards, and a bit of a brute himself if you need, or if the guards are dead. Maybe he should go up to 160? I like him about as much as Subakna...
 
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