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I love this piece. All through the panels i was thinking "What exactly is going on here?".And then I saw the last and for just a second...

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Literature
Piranhas
Piranhas
Fish
Unique Squad (3)
Devourers
Wild
1 Life
8 Move
1 Range
4 Attack
1 Defense
Small 1
50 Points
Devour
Choose a figure adjacent to a Piranha you
control. If the chosen figure is a squad
figure, destroy it. If the chosen figure
is a Hero, roll the 20-sided die. If you
roll 1-10 the chosen Hero receives one
wound. If you roll 11-15 the chosen Hero
receives 2 wounds. If you roll 16-19, the
chosen hero receives 3 wounds. If you roll
a 20, destroy the chosen Hero. Piranha
cannot Devour Soulborgs. You may use Devour
only once per turn.
[/spoiler]
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Literature
Kuisetch
Kuisetch
Shark
Unique Hero
Fighter
Skilled
4 Life
4 Move
1 Range
4 Attack
3 Defense
Large 7
120 Points
Water Enhancement
Only while Kuisetch is on a water space,
he has a move of 8. Kuisetch does not have to
stop his movement when he enters a water space.
When moving from a water space to a higher
elevation water space, Kuisetch may climb up to
7 levels in one move. This power is never negated.
Harpoon Shot 13
This card starts the game with one harpoon
marker on it. To use Harpoon Shot, choose
a small or medium Hero within 3 clear sight spaces
of Kuisetch. Roll the 20-sided die. If you roll
13 or higher, place a harpoon marker on the
chosen hero's Army Card. A figure whose
Army Card holds a harpoon marker may not move
and rolls one less defense die.
[/spoiler]
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Literature
Karosth the White Champion
Karosth the White Champion
Shark
Unique Hero
Champion
Hungry
5 Life
4 Move
1 Range
4 Attack
3 Defense
Large 6
120 Points
Water Enhancement
Only While Karosth the White Champion is on a water space
he has a move of 10. Karosth does not have to
stop his movement when he enters a water space.
When moving from a water space to a higher
elevation water space, Karosth may climb up to
7 levels in one move. This power is never negated.
Shark Bite
When Karosth the White Champion attacks an opponent's
figure and deals it a wound, roll the 20-sided dice.
If you roll 16 or higher, the attacked figure receives
2 more wounds.
Swallow
If an opponent's figure is destroyed as a result of
Shark Bite, remove up to 2 wounds from this card.
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Literature
Tiger Warriors
Tiger Warriors
Shark
Common Squad (4)
Warriors
Precise
1 Life
4 Move
1 Range
3 Attack
2 Defense
Medium 6
60 Points
Water Enhancement
A Tiger Warrior on a water space has a move of 8.
Tiger Warriors do not have to stop their movement
when they enter a water space. When moving from
a water space to a higher elevation water space,
Tiger Warriors may climb up to 7 levels in one move.
Feeding Frenzy
If a Tiger Warrior you control deals a wound to an
opponents figure that is on a water space, all Shark
squad figures you control within 3 spaces of the
opponent's figure may immediately move and attack.
The Feeding Frenzy special power on Army Cards you control
is negated until the start of your next turn.
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Literature
Hammerhead Drones
Aquilla          Heroscape
Hammerhead Drones
Shark
Common Squad (3)
Drones
Wild
1 Life
4 Move
1 Range
2 Attack
3 Defense
Medium 6
40 Points
Water Enhancement
A Hammerhead Drone on a water space has a move of 8.
Hammerhead Drones do not have to stop their movement
when they enter a water space. When moving from
a water space to a higher elevation water space,
Hammerhead Drones may climb up to 3 levels in one move.
Swarm
When taking a turn with Hammerhead Drones, you may
move and attack with up to 6 Hammerhead Drones you
control.
Frenzy
After you take a turn with Hammerhead Drones, roll the 20-sided die.
If you roll a 16 or higher you may take another turn with Hammerhead Drones.
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Literature
Darkwyrm
Valkrill         HEROSCAPE
Darkwyrm
Dragon
Uncommom Hero (2 Space)
Soul
Corrupted
4 L
5 M
1 R
3 A
5 D
Large 7
130 P
Taint Fang
Whenever Darkwyrm deals a wound to an opponent's
Hero figure, you may place a taint marker
on that figure's army card. For each wound
marker on that figure's Army Card, that figure
will roll 1 less combat dice when attacking
or defending.
Shadow Flow
When moving, this Darkwyrm may ignore elevations.
This Darkwyrm may not move up more than 5 levels
of terrain at a time. After ending it's movement,
this Darkwyrm may move to any unoccupied shadow
tile within 3 spaces. If it is engaged before
it is moved to the shadow tile, it does not take
any leaving engagement attack.
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Literature
Avrath Dreamwalker
Ullar        HEROSCAPE
Avrath Dreamwalker
Human
Unique Hero
Wizard
Calm
4 L
4 M
1 R
3 A
3 D
Medium 5
110 P
Dream Manipulation
At the start of each round, after all players
have placed their order markers, roll the
20-sided die. If you roll 16 or higher,
You may switch one of each players order
markers with one of their other order
markers. (Do not look at your opponent's
order markers.)
Dream Step
When counting spaces for Avrath Dreamwalker's movement,
ignore elevations. Avrath Dreamwalker may not move more
than 6 levels up in a single move.
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:iconjumbreonc:jumbreonc 0 0
Literature
Mako Knights
Aquilla    HEROSCAPE
Mako Knights
Sharks
Unique Squad (3)
Knights
Precise
1 L
8 M
1 R
2 A
4 D
Medium 6
80 P
Water Enhancement
When a Mako Knight moves onto a non-water space,
end that Mako Knight's movement.
Mako Knights do not have to stop their movement
when they enter a water space. When moving from
a water space to a higher elevation water space,
Mako Knights may climb up to 7 levels in one move.
Coral Sword
A Mako Knight that is adjacent to at least three
water spaces adds two to its attack.
Champion Bonding
After taking a turn with Mako Knights, you may take
a turn with any Champion you control that is
currently on a water space.
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Literature
Omnicron Defenders
Jandar               HEROSCAPE
Omnicron Defenders
Soulborg
Unique Squad (4) (1 space)
Shields
Impenetrable
1 L
3 M
1 R
1 A
8 D
Large 7
80 P
Fire from Cover
If the "X" order marker is revealed on
this card, you may rotate an Omnicron Defender
on its base once per turn during any players turn.
--Fire from cover may not make sense unless you
--know what they're supposed to look like.
--I imagined them as having VERY large shields,
--almost but not quite as large as a battlement.
--The idea is to shield figures behind them from
--ranged attacks. Rotate during an opponent's turn
--to defend important figures, and rotate again during
--your turn to have the protected figures attack.
OmniBonding
After taking a turn with Omnicron Defenders,
you may take a turn with a squad you control
whose name includes the word "Omnicron". You may
only use OmniBonding if you revealed an order marker
on this army card this turn.
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Literature
Omnicron Bombers
Jandar           HEROSCAPE
Omnicron Bombers
Soulborg
Common Squad (2)
Cannonry
Precise
1 L
3 M
5 R
2 A
1 D
Medium 5
100 P
Long-Range Bombardment Special Attack.
Range 12. Attack 6.
When using Long-Range Bombardment Special Attack, you may
only attack figures that are five or more
spaces away. Figures adjacent to the defending
figure are also affected by Long-Range Bombardment
Special Attack. All affected figures roll defense dice separately.
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Literature
Omnicron Assaultoids
Jandar                HEROSCAPE
Omnicron Assaultoids
Soulborg
Common Squad (3)
Elites
Precise
1 L
4 M
4 R
3 A
6 D
Large 6
120 P
Full Arsenal Special Attack
Range 4. Attack 9.
Three unengaged Omnicron Assaultoids may combine their
attacks and roll their attack dice as one attack.
All three Omnicron Assaultoids must have a clear
line of sight on the target.
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Literature
Zombie Hounds
Valkrill           HEROSCAPE
Zombie Hounds (2-space)
Undead
Unique Squad (4)
Hunters
Wild
1 L
5 M
1 R
3 A
5 D
Small 4
65 P
Pounce Special Attack.
Range 3. Attack 5.
Choose a non-adjacent small or medium figure
whose base is not higher or lower than 3 levels
from the base of the attacking Hound. If the
figure is destroyed, immediately place the
attacking Zombie Hound on the space the figure
occupied. If the figure is not destroyed, destroy
the attacking Zombie Hound.
Infectious Bite
If a Zombie Hound you control destroys a small or
medium figure, replace that figure immediately,
if possible, with one of your own previously
destroyed Zombies of Morindan. If the opponent's
figure was destroyed as a result of a Zombie Hound's
Pounce Special Attack, place the figure adjacent to
the Zombie Hound instead. Undead are not affected
by Infectious Bite.
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Literature
Abulsa Sharpclaw
Einar             HEROSCAPE
Abulsa Sharpclaw
Human
Unique Hero
Champion
Ferocious
5 L
5 M
1 R
4 A
2 D
Medium 5
90 P
Aztec Battlecry
All Human Warriors you control within 4 spaces
of Abulsa Sharpclaw roll 1 extra attack and defense
die.
Jaguar's Leap
If Abulsa Sharpclaw moved 3 or more spaces this turn,
after he ends his movement, he may use Jaguar's Leap.
Jaguar's Leap has a move of one. When counting spaces for
Abulsa's leap, ignore elevations. Abulsa may not move
more than 4 levels up or 6 levels down. If Abulsa is
engaged when he leaps, he will not take any leaving
engagement attacks.
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:iconjumbreonc:jumbreonc 0 0
Literature
Spark Elementals
Aquilla          HEROSCAPE
Spark Elementals
Elemental
Common Squad (3)
Construct
Tricky
1 L
7 M
2 R
5 A
3 D
Medium 4
30 P
Spark Speed
After a Spark Elemental you control rolls
defense dice against an opponent's attack,
roll the 20 sided dice. If you roll 1-9,
nothing happens. If you roll 10-16, each
shield rolled counts as one additional
shield. If you roll 17 or higher, each
shield rolled counts for 2 additional
shields.
Ground
If a Spark Elemental you control attacks,
but does not deal any wounds to the defending
figure, destroy that Spark Elemental.
Combined Voltage
You may destroy three unengaged adjacent Spark
Elementals you control. If you do, place a
previously destroyed Greater Lightning Elemental
you control on one of the spaces that was occupied
by a Spark Elemental.
:iconjumbreonc:jumbreonc
:iconjumbreonc:jumbreonc 0 0
Literature
Greater Lightning Elemental
Aquilla                          HEROSCAPE
Greater Lightning Elemental
Elemental
Uncommon Hero (2 Space)
Construct
Wild
5 L
5 M
4 R
6 A
4 D
Huge 7
150 P
Sky Bolt Special Attack
Range 8. Attack 6.
This Greater Lightning Elemental does not
need a clear line of sight to attack with
Sky Bolt Special Attack. You may not attack
a figure under an overhang with Sky Bolt
Special Attack.
Increased Voltage
When a Spark Elemental within 2 spaces of a
Greater Lightning Elemental you control rolls
defense dice, add one automatic shield to
whatever is rolled. This effect is cumulative
if the defending Spark Elemental is within
2 spaces of more than one Greater Lightning
Elemental you control.
Discharge 16
At the end of a turn taken by this Greater
Lightning Elemental, roll the 20-sided dice.
If you roll 16 or higher, place a previously
destroyed Spark Elemental you control within
2 clear sight spaces of this Greater Lightning
Elemental.
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:iconjumbreonc:jumbreonc 0 0
Literature
Kyrie Legionnaires
Einar                   HEROSCAPE
Kyrie Legionnaires
Kyrie
Common Squad(3)
Soldiers
Disciplined
1 L
6 M
1 R
3 A
3 D
Medium 6
120 P
Flying
When counting spaces for Kyrie Legionnaires movement,
ignore elevation. Kyrie Legionnaires may fly over water
without stopping, pass over figures without becoming
engaged and fly over obstacles such as ruins. When a
Kyrie Legionnaire starts to fly, if he is engaged he
will take any leaving engagement attacks.
Air Superiority
When a Kyrie Legionnaire you control attacks an
opponent's figure that has the Flying or Stealth Flying
ability, you may roll one more attack die, OR have the
opponent roll one less defense die.
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:iconjumbreonc:jumbreonc 0 0

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jumbreonc
JC
United States
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:iconthenekostar:
TheNekoStar Featured By Owner Apr 19, 2016  Hobbyist Digital Artist
Thx lots for watchin!
Reply
:icondeskridge:
deskridge Featured By Owner Mar 27, 2015   Digital Artist
Thanks for the :+fav:!
Reply