by peterpotamus
I used to play Neuroshima Hex a lot last year, and I had quite a few custom army ideas, most of which I didn't go further than the theoretical stage with. I will post some of them today, each in a separate thread. As you will see, they're mostly pretty wonky, so I am only posting them for their speculative value; it would take extensive re-writes and playtesting to make them workable. Some of them, like the nids one, are actually hilariously op. Anyway, the format is:ARMY NAME
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quantity initiative SOLDIER TILE NAME properties
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quantity FOUNDATION TILE NAME properties
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quantity ACTION TILE NAME function
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HQ NAME properties
Cycloid Invaders
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x3 2 ASSAULT TROOPER. Gun
x1 3 ASSAULT CAPTAIN. Gun. After each battle, it may teleport anywhere on the map.
x2 2 ASSAULT ENFORCER. Gun, fires at initiative phases 2 and 1
x3 2 PIG COP. Gun, melee on the same side
x3 1 OCTABRAIN. Gun x2
x1 3 PROTECTOR DRONE. Tough, melee on 2 sides
x1 1 ASSAULT COMMANDER. Gun x3, tough, mobility
x1 2 LESSER BATTLELORD. Tough, gun x2, shoots at initiative phases 2 and 1.
x1 - SENTRY DRONE. Mobility; can self-destruct by ramming into a unit, inflicting 1 wound.
x1 2 RECON PATROL VEHICLE. Mobility, armour on one side, gun on one side
x1 2 PIG TANK. Armor on five sides, tough, gun x2, fires as initiative phases 2 and 1. Has a self-destruct button on the only unarmoured side- if an enemy unit with an initiative value enters/is placed on that adjacent hex, the tank is instantly destroyed.
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X3 INFESTED GROUND. Enemy units placed on infested ground lose their mobility, although they may still be moved with instant actions, and may be pushed. They also become vulnerable to protozoid slimers (see below).
X2 TURRET. After each battle, the turret may fire a single shot in any direction.
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x5 BATTLE
X3 TELEPORT (move anywhere)
x3 SLIMER (same as sniper, but may only hit units on infested ground)
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HQ: The hq tile has two sides with different rules- the player must pick which one to use in each game:
-THE NEST. This side looks like a self-destruct button surrounded by alien eggs. All adjacent tiles are considered infested ground. This hq cannot be moved or pushed in any way, including teleportation, and doesn't have melee attacks.
-CYCLOID EMPEROR. This side has a picture of the emperor. He cannot be pushed or grabbed, although he may be moved with Teleport instant actions, and has gun x3 on two sides which he fires at initiative phase 2 instead of the melee attacks on 6 sides in phase 0. Since he is the HQ, he is immune to most instant action tiles.