Thursday, July 4, 2013

Legend of the Valkyrie

Here's my take on a Rise of the Valkyrie Master Set turned into a whole bunch of custom figs. These units were designed to be played in what is an RotV/LotV only format. They shouldn't be too off if played with all of the units, however. because they aren't officially used in this set, I don't think it'd be too bad to use the Elite Onyx Vipers (assuming you have them or Venocs to proxy them), as well as my custom Marro Elite card. The EOV were already in an RotV set (just from wal-Mart though, to my knowledge), and Marro Elite are so old it can't hurt any. ^_~

This set makes use of "Templates". Much like how my Disgaea-Scape uses Templates, its pretty much the same idea. The only two templates are fairly simple here. 1 is a 3x3x3 Triangle of hexes. For Clickslither's Noxious Breath, only leave 1 point adjacent to the actual figure. The other is in the shape of a traditional 7-hexed terrain piece. Like Noxious Breath, simply place 1 of the tips adjacent to Modifiedwalker 9000.

To the 13 units!

(NGS with blade cut down to a stub)
En-Ta-Sho/Utgar/Marro/Unique Hero/War Cleric/Medium 5/Crude
5 Life/5 Move/1 Range/2 Attack/5 Defense/70 points
Soul Absorption: When a Unique Squad figure that is not a Soulborg is destroyed within 6
clear sight spaces of ETS, may place it on this Army card. Add 1 to Feral Resurrection rolls
for each one.
Feral Resurrection: Instead of attacking normally, choose a destroyed Unique Squad figure you
controlled. Roll a 20D. On a 7+, place it within 3 clear sight spaces of ETS. Subtract 1 from
your roll for every 10 points that figure's Army Card s worth.

Drake with his grapple hook cut off to make a mortar shooter
Captain Morgan/Jandar/Human/Unique Hero/Valiant/Medium 5/Soldier
5 Life/5 Move/1 Range/4 Attack/4 Defense/130 points
Mortar Shells Special Attack: 5 Range. 4 Attack. Lob 15.
This power may only be used once per game. Choose three figures. Roll attack dice once for all
of them and any figures adjacent to them. You do not need clear line of sight on these figures. Figures roll defense dice sperately.
Charge Into War: Before moving Captain Morgan, you may move up to 2 small or medium squad figures
who follow Jandar and move them 4 spaces.

Izumis with Greenish armor/skin
Fallen Samurai/Utgar/Undead/Unique Squad/Samurai/Medium 5/Terrifying
3 men/4 Move/1 Range/2 Attack/1 Defense/50 points
Deadly Swing: If a Fallen Samurai rolls all skulls, the defending figure rolls no dice.
Numb: Against Normal attacks, 1 shield will block all damage.

Uses a 6 hex "Triangle Template" for Breath attack
Mimring sans wings, green paint
Clickslither/Ullar/Unique Hero/Viper/Warlord/Huge 9/Relentless
6 Life/9 Move/1 Range/5 Attack/2 Defense/150 points
Noxious Breath Special Attack: Range Special. Attack 4.
Place the Triangle Template adjacent to Clickslither. All figures covered by the Noxious Breath Template within clear sight of Clickslither are affected. Roll attack dice once for all figs.
Slither: ~
Aquatic Evade 3: +3 Defense against ranged attacks while on water and enemy figures subtract 3 from all D20 rolls they make if it would affect Clickslither.

AE painted brownish camo
Assault Force/Einar/Unique Squad/Humans/Snipers/Precise/Medium 5
3 men/4 Move/6 Range/3 Attack/2 Defense/80 points
Flash Bang Grenades: Instead of attacking normally, 1 member of the Assault Force may
choose a figure within 5 spaces of him and roll the 20d. 14+, remove all OMs from its army card.
Sniping: Instead of moving, increase Range by 2.

Put yellow on these Zetts' guns and cover the Utgar symbol
Battery Fighters/Aquilla/Soulborg/Unique Squad/Fighters/Medium 4/Precise
2 Men/4Move/5 Range/1 Attack/5 Defense/60 points
Surge: When attacking an adjacent figure, all skulls count for 3 hits.
Fling Away: If a Battery Fighter does not move this turn, it may move up to 4 spaces after attacking.

The lance Viking with a striped cape painted
Sordmund the Skyshield/Human/Jandar/Champion/Valiant/Medium 5
3 Life/5 Move/2 Range/2 Attack/4 Defense/40 points
Shining Force: After taking a turn with Sordmund, all figures adjacent to him on
a lower elevation subtract 1 from their move on their next turn if they are
still adjacent to him at the start of it.

Finn, Claymore viking, sideways viking, blue caped viking
Edged Ragers/Jandar/Humans/Warriors/Devout/Medium 5/Unique Squad
4 Men/5 Move/1 Range/3 attack/3 Defense/70 points
Razor Slash Special Attack: Range 1. Attack 1+Special.
Add 1 to this attack for each Edged Rager adjacent to the target. The attacked figure
rolls 2 less defense dice.
Jandar's Devotion: When starting a turn adjacent a figure who follows Jandar, add 1 to move.

Thorgrim with a red motif and red sword
Thoning/Utgar/Elf/Unique Hero/Champion/Vicious/Medium 5
4 Life/6 Move/1 Range/3 Attack/3 Defense/80 points
Crippling Power 2: Enemy figures adjacent to Thoning roll 2 less defense die.
Cripppling Spirit: When Thoning is destroyed, you may place this figure on any Unique
Army Card. All figures on that Army Card roll 1 less defense dice.

An AE who's painted black
Jorge the Commando/Vydar/Commando/Human/Medium 5/Reckless
2 Life/6 Move/7 Range/1 Attack/4 Defense/60 points
Modified Ammo: Add 1 to Jorge's attack for every special power
the targeted figure has.
Last Stand: If Jorge would receive enough wounds to be destroyed, roll a 20 sided die.
On a 13+, ignore all wounds inflicted and deal a wound to the attacking figure.

Uses a taditional 7 hexed piece as a template
Do something to his base to make him distinguishable =P
Modifiedwalker 9000/Utgar/Soulborg/Unique Hero/Large 7/Buggy
1 Life/6 Move/5 Range/4 Attack/9 Defense/130 points
Rocket Punch Special Attack: Range Special. Attack 5.
Place the 7-Hex Template adjacent to Modifiedwalker 9000. All figures covered by the 7-Hex template are affected by Rocket Punch Special Attack. Roll Attack dice once for all figures. They roll defense separately.
Programming Virus: After taking a turn with Modifiedwalker 9000, you may roll the 20d.
On a 16+, destroy him and all adjacent Soulborgs.

Syvarris with his bow repositioned
Kerma/Ullar/Elf/Unique Hero/Hunter/Medium 4/Arrogant
5 Life/6 Move/7 Range/4 Attack/1 Defense/80 points
Roped Arrow: Instead of moving normally, you may choose a space on a lower elevation than
Kerma within 7 clear sight spaces. Place Kerma on that space.
Disengage: ~

Girl Krav with a new pant motif and cut off guns
Fortune Telling Carla/Aquilla/Psychic/Wise/Medium 4/Human
4 Life/5 move/5 Range/3 Attack/2 Defense/120 points
Mind's Eye: After rolling defense dice against a normal attack, if Carla rolls at least 1 Shield, you may use
her Psychic Bond Special Attack if the normal attack doesn't destroy her.
Psychic Bond Special Attack: Range 1. Attack 7.
If the defending figure receives at least 1 wound, place a wound on this Army Card.
Misfortune: When a figure attacks Carla, it must first roll the 20 sided die. On a 16
higher, it may roll at most 1 attack die.

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