The Fallen Customs Master Guide
Written by: flameslayer93
Chapter Index:
Introduction--001
Broken Customs--002
Bad Customs--003
Toasted Customs--004
Unreleased Powers--005
Common Power Glossary--006
001
Chapter 1:
Introduction:
This file was created by a HeroScape player with a love of creation. Things did not always have to work out.
But he did enjoy creating. Many years have been spent creating a collecting worth showing. It
should be noted however, that only some of the customs this Creator has made will be revealed. More
may or may not come. That Creator is unsure even if there will be another volume to the fallen
customs series. Regardless, this file might help those looking in learn more about their games,
and perhaps teach them just how the customs were dveloped. Customs listed in this file are for
display use only and it is asked that they are not used by others for public use(for example posting a custom
listed here on heroscapers, not something private like playing one of these customs) unless they also refer to
it's writer, flameslayer93.
Cheers!
002
Chapter 2:
Broken Customs:
These were customs deemed far to broken to be published onto heroscapers.com.
Name/General/Race/Class/Personality/Unit Type/Figure Used
Life or Squad Size/Move/Range/Attack/Defense/Figure Size/Points
Powers(common powers do not have decriptions listed)
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Hinoke Fatapaw/Utgar/Human/Daimyo/Relentless/Unique Hero/Kato Katsuro
6/6/1/6/4/Med5/150
Counterstrike
Samurai Custter Special Attack-Atk special. Rng 1. If adj. to a freindly samurai figure, attack is 4. If
you cotrol it, destroy the samurai now. Then attack again with 8 attack.
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Murky Trolls/Utgar/Trolls/Beasts/Terrifying/Common Squad/Krug or Torin+2Feral Trolls
3/5/1/5/1/Large8/60
Swamp Spit-If on swamp water, add 2 to range.
Fling-Instead of attacking, a Murky Troll may move an adj. Murky Troll up to 4 spaces. No engagement attacks rolled.
_____________________________________________
Navim/Ullar/Magiot/Beast/Wild/Unque Hero/Bionicle Sculpture
5/5/1/6/5/Huge13/160
Magnetic Magic- All special attacks must target Navim.
Tame-When adj. to Elf Wizard/Druid you control, add 1 defense. When adj. to a soulborg you control, add 1 attack.
When adj. to Magiot you control, add 1 to atk+def.
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Keris Valdi/Utgar/Spiderro/Keris/Cruel/Unique Hero/Fyorlag Spider, but a Lego-Bionicle Spider is effective too
8/6/4/2/1/Smalll2/75
Toxic Jaw Special Attack- Atk 4. Rng 1. When a fig gets wounded, they die automatically.
Marro Savior- Marro you control within 8 spaces get 1 defesne. They also add 2 to their 20d rolls.
Piston Jump-Ignore elevations while moving.
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Morris/Einar/Human/Miner/Precise/Unique Hero/Valguard
5/5/1/3/4/Med5/110
Mine Steel-If starts turn on a stone space, you may add 1 attack and defense to all figs you control.
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Mercury the Robot/Valkrill/Soulborg/Ravage/Crazy/Unique Hero/Robotic Sculpture
3/5/7/4/8/Large8/130
Robo-Spin Special Attack-Range 1. Attack 3. Hits all adj. figs. Can be used 2 times.
Robo-Bury-Instead of attacking, choose an adj. squad figure and destroy it.
One-Wheeled Movement- After moving, all opposing player roll the 20d. The highest
roller gets to move Mercury 2 spaces. Nobody move Mercury on a tie.
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Dynam Samurai/Einar/Humans/Samurai/Disciplined/Unique Squad/2 Izumis
2/6/1/2/6/Med5/120
Counterstrike
Stealth Dodge
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Viking Commander/Jandar/Human/Warrior/Valient/Common Hero/1 Tarn Viking
1/4/1/3/4/Med5/40
Wild Rave-After revealing OM on this Army card, you may move 2 wild figures you control.
003
Chapter 3:
Bad Customs
These were customs that just had multiple flaws and stunk altogether. Beware, for every published custom, there are usually
about 3 or more bad ones. As such, the list is extensive. Fortunately, I didn't.
____________________________________________
Jaxan/Sacre/Wolf/Devourer/Terrifying/Unique Hero/1 Anubian
6/6/1/3/3/Med5/130
Great Howl-Kill one fig you control adj. to Jaxan. Then move any 8 figs on the board up to 4 spaces. Cannot end their move next to
Jaxan. Power doesn't affect Jaxan. Roll for disengagement as normal. Replaces your attack.
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Chessy the Queen/Jandar/Chesspiece/Queen/Resolute/Unique Hero/the Queen chess piece
1/7/1/7/0/Large7/75
Save the Queen-When attacked by a normal attack, choose an adj. knight you control. Chessy now has that figures defense x2 for this attack.
Capture the Flag-When killing a fig, place Chessy on it's old space.
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Hume Soldier/Jandar/Hume/Soldier/Spirited/Common Hero/Never Selected, but Sacreb Band figure should be fine
1/5/1/3/3/Med5/Never determined
First Aid 17-When attacked, or an adj. fig is attacking, may roll 20d. If 17 or higher, ignore one wound from attack.
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Turkes/Ullar/Lizardfolk/Guard/Brutal/Unique Hero/1 Greenscale Warrior
7/6/1/5/2/Med5/80
Knockdown 16-When attacking, you may roll 20d. If 16 or better, target can't defend or use special
powers to ignore wounds.
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Gray Word Shade/Utgar/Undead/Dark Evoker/Terrifying/Uncommon Hero/Use a Shade
4/7/1/2/3/Med5/110
Gray Runes-When a adj. fig you control dies, roll the 20D. On a 10, 12, or 15 or up, you may revive fig with 1 life.
On a 11,13, or 14 you deal 1 wound to attacking figure. On a 20, this Gray Word Shade is fully healed of damage.
Stealth Flying
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Alyksha/Sacre/Elf/Lady/Fearless/Unique Hero/Use a Ahsra Warrior
4/5/1/3/4/Med4/120
RAINBOW SLICE SPECIAL ATTACK
Range Special. Attack Special
Destroy an adjacent figure that you control. Apply the following effects to Rainbow
Slice Special Attack depending on the general that figure follows:
Jandar: Range 7 Attack 2
Attacks twice.
Utgar: Range 3 Attack 4
The defending
figure may only roll a maximum of 3 defense dice.
Einar: Range 1 Attack 3
Attack all adjacent enemy figures. Add 1 automatic skull to the attack
roll. Figures roll defense seperately.
Ullar: Range 8 Attack 2
Iff this attack inflicts a wound, roll the 20d. If you roll a 15 or higher, inflict
an additional wound.
Vydar: Range 5 Attack 2
Attack all figures adjacent to the targetted figure. Figures roll defense seperately.
Aquilla: Range 1
Attack 8
The figure does not roll any defense dice.
Valkrill: Range 4 Attack 5
Alyksha is now destroyed. All figures within 4 spaces of Alysha are
affected. They roll defense seperately.
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Dreadfire MKI/Jandar/Soulborg/Dragon/Annoying/Unique Hero/Sculpture
5/4/5/4/4/Med4/140
Provoke-Unaffected by other figs' powers and all glyphs.
Prank-Rather than attacking, choose an adj. fig. The next time that fig moves normally, it loses 3 movement points.
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Grut Sniper/Utgar/Orc/Archer/Precise/Uncommon Hero/1 of the Orc Archers
4/4/6/4/3/Med4/70
Orc Archer Enhancement
Silver Arrow Special Attack-Atk2. Rng.5 Gets an autoskull along with other dice rolls. VS. undead, gets 2 extra attack power.
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|<4t13 teh H4XR/Vydar/Human/Hacker/Tricky/Unique Hero/Female Krav
4/4/4/2/2/Med4/Never Determined
Networking-Instead of taking a turn, take turn w/ 2 adj. Robotic figures(soulborgs, cyborgs, etc. would fit here). Can be friend or foe.
Cheat Code-Move 7 spaces in a straight line. Replaces normal movement. Dont count terrain, figs, etc. No disengagement attacks.
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Goblin Knight/Utgar/Goblin/Knight/?/Common Hero/Goblin figure
1/5/1/high/3/Small3/Never Determined
Sharp Edge-Defenders adj. to this fig lose 1 defense to adj. attacks.
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Unnamed Vampire Lord/Utgar or Vydar/Undead/Lord/?/Unique Hero/Cyprien
4-6/5/1/4/4/Med4/Never determined
Stealth Flying
Ice Casting-Instead of attacking, choose 3 spaces within 5 spaces. Until end of round, they are snow spaces.
Snow-Pummel-Adds 2 auto-skulls while attacking targets on snow or ice.
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Misery/?/Viper/?/?/Unique Hero/Venoc or Elite Onyx Viper
6/7/1/3/2/Med5/?
Slither
Tranfer Pain-Adj. figs who take wounds may place their damage on Misery instead.
Send Pain-Before moving, Choose target fig within 4 spaces. Place a wound on it for ever 2 wounds on this card.
____________________________________________
Prinny Soldiers/Underworld/Prinnies/Servants/Lazy/Common Squad/Never Determined, dwarves are ok however
3/5/1/2/3/Small3/?
Explosive-When moved by a power, immediatly deal a wound to all adj. figs upon arriving. Kills the prinny too.
004
Chapter 4:
Toasted Customs
This is nothing more than a list of cool ideas that just got put on the backburner. No stats are listed(thankfully), but some powers are.
Jungle Cat Rider-Swog Rider
Lasso-Similar to chain grab on the Drow Chainfighter.
Viper Champion-Armoc Viper
Slither, Anti-Marro powers, Armoc Support
Hydra that rebirths Vipers-Fen Hydra
Knight with firebased powers-Hawthorne
some sort of fire shield power
Mine placing figure
Viking Hero-Thorgrim
Extra attack power when not taking a turn from bonding
Elf Wizards with portal based powers
Agents who can remove OMs-Krav
only works on sand tiles
A dog that can use a howling attack that hits anything on a higher level.
005
Chapter 5:
Unreleased Powers
Some different power ideas. They can fit a variety of customs. If somebody wishes to use it, I do not mind it and give permission.
Dark Wave- All normal water and shadow spaces count as one and the same. Both types are considered to be each other. The rules and powers that apply to one, apply to the other.
_________________________________________
Adrenaline-+1Atk/Def/Mv if over # of wounds.
_________________________________________
Arrow Storm #-When attacking non-adj. fig, roll 20d. If #or higher, attack another non-adj. fig within range. Can only attack a figure once per turn however.
_________________________________________
Last Miracle-Adj. figs roll no defense against normal attacks.
_________________________________________
Spike the Deck-Choose a wounded, adj. hero with at least 1 OM on it. Remove 1 random OM. Revove 1 wound. Replaces your attack.
_________________________________________
Brick Wall-For each adj. enemy fig, add 2 defense. Up to 8 def.
_________________________________________
Ignition-Kill this figure. Roll 7 attack dice. For each skull, deal a wound to any figure on map. Can divide wounds any way you want.
_________________________________________
Gas Cannon-Choose a fig within 5 spaces. That fig and all the ones adj. to it, cant move, attack, use specail powers, or be the target of anything until end of round. 3 time limit(use markers)
_________________________________________
Cross Out Special Attack-Atk3. Rng1. If this doesn't kill target, deal one automatic wound to it.
_________________________________________
Courage-Can't take more than 1 wound from a squad per turn.
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One Man Army-When this is your last figure, this fig gets +4 attack, +3 defense, and double attack.
006
Chapter 6:
Glossary of Common Powers
This is a list of powers that are found on official HeroScape cards many times. Naturally, I have used these, as have many others.
They are provided here, only as reference. The powers were originally developed by the design team at Hasbro.
FLYING-
When counting spaces for [cardname]'s movement, ignore elevations. [cardname] may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When [cardname] starts to fly, if he is engaged he will take any leaving engagement attacks.
_________________________________________
STEALTH FLYING
-When counting spaces for [cardname]'s movement, ignore elevations. [cardname] may fly over over water without stopping,
pass over figures without becoming engaged, and fly over obstacles such as ruins. When [cardname] starts to fly, if he is engaged he
will not take any leaving engagement attacks.
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DOUBLE ATTACK-
When [cardname] attacks, he may attack one additional time.
_________________________________________
COUNTER STRIKE-
When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure.
_________________________________________
SLITHER-
[cardname] does not have to stop his movement when entering water spaces.
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LAVA RESISTANT-
[cardname] never rolls for molten lava damage or lava field damage and he do not have to stop on molten lava spaces.
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DISENGAGE-
[cardname] is never attacked when leaving an engagement.
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PHANTOM WALK
-[cardname] can move through all figures and is never attacked when leaving an engagement.