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Welcome to my customs thread.
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Designs intended for the SoV
Spoiler Alert!
Maltis Tez (AQUILLA) Unique
Status: Passed by the SoV
Spoiler Alert!
http://i.imgur.com/WLcwkBE.png
Name: Maltis Tez
General: Aquilla
Species: Hybrid
Uniqueness: Unique Hero
Class: Scout
Personality: Fearless
Size: Medium 5
Life: 3
Move: 7
Range: 1
Attack: 2
Defense: 3
Points: 35
STRATEGIC REPOSITIONING
After attacking an opponent's figure with Maltis Tez, you may move Maltis Tez up to 1 space. This space may be up to 5 levels higher, or lower. Maltis Tez never takes leaving engagement attacks while using Combat Positioning.
FIRST ASSAULT 2
When attacking with Maltis Tez, if the defending figure was not adjacent to Maltis Tez at the start of this turn, roll 2 additional attack dice.
Synergy with: Teeth of the Makwa, Venac Worlord, Brave Arrow, Van Nessing, Seleena, Werewolf Lord.
The figure used is Angelfire #22 Longstrider Ranger, or Angelfire Longstrider Ranger (Promo # DDC24). Both figures are the same sculpt.
Specters of Aldorn (VYDAR) Common
Status: Passed by the SoV
NAME = SPECTERS OF ALDORN
GENERAL = VYDAR
PLANET = ARCTORUS
SPECIES = UNDEAD
UNIQUENESS = COMMON SQUAD
CLASS = SPECTERS
PERSONALITY = TERRIFYING
SIZE/HEIGHT = MEDIUM 4
1 LIFE (4 FIGURES)
6 MOVE
1 RANGE
2 ATTACK
3 DEFENSE
60 POINTS
Phantom Walk:
Specters of Aldorn can move through all figures and are never attacked when leaving an engagement.
Levitation:
Specters of Aldorn do not take falling damage and may ignore all effects from terrain tiles they move onto or occupy.
Deathly Touch:
When attacking with the Specters of Aldorn, any figures that a Specter of Aldorn moved through this turn, subtract 1 from their defense.
Theme/explanation: They don't have Stealth Flying because it wouldn't allow them to pass through other figures. They are Vydar because they are tricky. I also believe that some undead would relatively good people, or at least not evil, even in the afterlife, and Vydar already has undead in his army. Destructible object immunity has been removed from Deathly touch because they can't move through destructible objects.
The figures used for the Specters are from the Nolzur's Marvelous Unpainted Miniatures "Ghost & Banshee" and "Wraith & Specter" sets. Isamu is there for scale. Keep in mind that he is closer to the camera.
3 LIFE
5 MOVE
1 RANGE
3 ATTACK
5 DEFENSE
60 POINTS
Protector of Ironstone:
An opponent's figure that is engaged with Dalmar Stonewall, rolls 1 less attack dice when attacking small and medium friendly Common figures, with a normal attack.
Climb X2:
When moving up or down levels of terrain, Dalmar Stonewall may double his height.
Theme/explanation: The idea is just to get Dalmar engaged with the big bad of the opponent's team, so that your common dwarves are able to engage more safely.
-------- https://cdn.discordapp.com/attachmen...onstone_V2.png
NAME = GREAT AXES OF IRONSTONE
GENERAL = AQUILLA
PLANET = FAYLUND
SPECIES = DWARVES
UNIQUENESS = UNIQUE
CLASS = WARRIORS
PERSONALITY = FEARLESS
SIZE/HEIGHT = SMALL 3
Seasoned Veterans:
When rolling Attack dice, if at least 2 skulls were rolled, add 1 skull to what ever was rolled. When rolling Defense dice, if at least 2 shields were rolled, add 1 shield to what ever was rolled.
Adrenaline Rush 2:
Before moving a Great Axe of Ironstone, if a friendly figure within 6 clear sight spaces is engaged, you may add 2 to that Great Axe of Ironstone's move.
Climb X2:
When moving up or down levels of terrain, Great Axes of Ironstone may double their height.
Theme/explanation: Tenacity is kind of like determination. These dwarves are so determined/tenacious that they are going to go against the odds, and somehow block a 4 skull attack with 3 shields sometimes, or break through that high defense hero with 6 defense, with only 2 or 3 skulls. Why? Because they're fearless, and won't back down from any challenge. Look out Hulk, a bunch of tiny dwarves that don't care how powerful you are, are coming to get you.
The figures used ... I can't remember the names, I'll look it up later. They all come in a set of 5 though. The picture is one that I took with my phone. It shows them next to all official dwarves. Look for their green bases. The one that is pointing is Dalmar.
NAME =Lee Jun GENERAL = EINAR
PLANET = EARTH
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = MONK
PERSONALITY = STOIC
SIZE/HEIGHT = MEDIUM 5
1 LIFE
6 MOVE
1 RANGE
3 ATTACK
3 DEFENSE
60 POINTS
Bending Reed Stance:
If Lee Jun is attacked and at least 1 skull is rolled, if Lee Jun receives no wounds from the attack, place a Stance marker on this card, up to a maximum of 3. After attacking with Lee Jun, you may remove 1 Stance marker from this card, if you do, you may attack again.
Close Quarters Combat Expert:
Lee Jun rolls one additional defense die for each opponent's figure he is engaged to.
Stealth Leap 25:
Instead of his normal move, Lee Jun may use Stealth Leap 25. Stealth Leap 25 has a move of 3. When counting spaces for Stealth Leap 25, ignore elevations. Lee Jun may leap over water without stopping, leap over figures without becoming engaged, and leap over obstacles such as ruins. Lee Jun may not leap more than 25 levels up or down in a single leap. If Lee Jun is engaged when he starts his Stealth Leap 25, he will not take any leaving engagement attacks.
Drow Assassin (UTGAR) Common
Status: Submitted to the SoV. Currently in internal VC review.
Spoiler Alert!
NAME = DROW ASSASSIN
GENERAL = UTGAR
PLANET = TORIL
SPECIES = DROW
UNIQUENESS = COMMON HERO
CLASS = ASSASSSIN
PERSONALITY = TRICKY
SIZE/HEIGHT = MEDIUM 5
1 LIFE
6 MOVE
1 RANGE
4 ATTACK
2 DEFENSE
25 POINTS
Shadow Shift
Before or after moving a Drow Assassin, you may choose a small or medium friendly Drow figure within 4 spaces whose base is no more than 6 levels higher or lower than the base of the Drow Assassin. You may Switch the Drow Assassin with the chosen figure. Figures moved by Shadow Shift never take any leaving engagement attacks.
Assassinate
Once per round, after revealing an order marker on, and taking a turn with a common Drow Army Card that you control, you may take a turn with a Drow Assassin.
Hide in Darkness
If a Drow Assassin is attacked with a normal attack and at least 1 skull is rolled, roll the 20-sided die. If that Drow Assassin is on a dungeon space, add 3 to your die roll. If it is on a shadow space, add 6 to your die roll. If you roll a 1-15, roll defense dice normally. If you roll a 16 or higher, ignore all damage that would have been inflicted by the attack.
The figure is called "Lolth's Sting - 53", and another of the same sculpt is called "Lolth's Sting 05 Promo"
I have a large quantity of these that I have stocked up on to ensure available quantities for my SoV submission.
I am selling them for $2.50 plus shipping. I live near a UPS store, FedEx store, and USPS Post Office, so you can choose your shipping company.
Send me a message if you are interested.
Ninjas
Hotaru (VALKRILL) Unique
Status: On Hold Indefinately. Reina (AQUILLA) Unique
Status: On Hold (Ready for Playtesting)
Spoiler Alert!
NAME = HOTARU
GENERAL = VALKRILL
PLANET = EARTH
SPECIES = HUMAN
UNIQUENESS = UNIQUE HERO
CLASS = NINJA
PERSONALITY = MURDEROUS
SIZE/HEIGHT = MEDIUM 4
4 LIFE
6 MOVE
1 RANGE
3 ATTACK
2 DEFENSE
35 - 60 POINTS
Cursed Weapons:
When attacking with Hotaru, if he does not roll a skull on any attack die, place 1 wound marker on this card. If Hotaru rolls 3 or more skulls, add 1 automatic skull to whatever was rolled.
Blood Thirst:
If Hotaru attacks and successfully wounds a figure, you may remove a wound marker from this Army Card, and you may attack again with Hotaru. Hotaru may keep attacking until he does not successfully wound a figure. Hotaru may not use Blood Thirst when attacking destructible objects.
Phantom Walk:
Hotaru can move through all figures and is never attacked when leaving an engagement.
Theme/explanation: Hotaru Accepted a cursed set of weapons in exchange for power which has manipulated his mind, and caused him to become a blood thirsty monster in Human skin. The curse hurts him if he doesn't take the life of others, and will hurt him if it thinks he isn't trying, hence if he blanks his attack, he'll take damage. The upside of the curse is increased vitality when he does take a life, and increased reflexes and speed when he puts his whole self into trying to hurt something, hence why wounding a figure heals him, and why he can attack multiple times when he wounds.
Figure used is the Heroclix "Court of Owls Assassin #011", But I am looking to see if I can find another figure that looks more Valkrill-ish
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NAME = REINA
GENERAL = AQUILLA
PLANET = EARTH
SPECIES = HUMAN
UNIQUENESS = UNIQUE
CLASS = NINJA
PERSONALITY = CONFIDENT
SIZE/HEIGHT = MEDIUM 4
3 LIFE
6 MOVE
1 RANGE
3 ATTACK
4 DEFENSE
45 - 70 POINTS
Arbalest Special Attack:
Range 7. Attack 3.
Reina may only use Arbalest Special Attack once per round.
Reposition:
If Reina is attacked and Reina successfully defends against that attack, Reina may immediately move up to 4 spaces.
Phantom Walk:
Reina can move through all figures and is never attacked when leaving an engagement.
Theme/explanation: The figure used for Reina has a crossbow on her back, and Crossbows can take a bit to reload. The once per round limit is for reload time, and to keep the point price down. Reina is smart, so she'll reposition herself in combat to try and make the most of any situation. I like the idea, and theme behind Vanish, and Disappearing ninja, but I also know how frustrating they can be, so "Reposition" felt like a good compromise, though I could probably think of a better name that sounds more ninja-y. I have the figure for her picked out, and might consider submitting her to the workshop soon.
The figure used is the Wizkids Wardlings Rogue, from the "Girl Rogue with Badger" set.
NAME = VULCANMECH STRIKER
GENERAL = VALKRILL
PLANET = ALPHA PRIME
SPECIES = SOULBORG
UNIQUENESS = UNCOMMON
CLASS = MARAUDER
PERSONALITY = SPORADIC
SIZE/HEIGHT = LARGE 7
4 LIFE
7 MOVE
5 RANGE
2 ATTACK
2 DEFENSE
70 - 100 POINTS
PRIORITY POWER SYSTEMS:
For each wound marker on this Vulcanmech Striker's card, add 1 to your defense roll. When attacking an adjacent figure, a Vulcanmech Striker adds 1 additional attack die for each remaining life point.
DOUBLE SHOT:
If you attack a non-adjacent figure, you may attack one additional time.
JUMP 15:
Instead of it's normal move, a Vulcanmech Striker may use Jump 15. Jump 15 has a move of 4. When counting spaces for Jump 15, ignore elevations. A Vulcanmech Striker may jump over water without stopping, jump over figures without becoming engaged, and jump over obstacles such as ruins. Vulcanmech Striker may not jump more than 15 levels up or down in a single jump. If a Vulcanmech Striker is engaged when he starts his Jump 15, he will take any leaving engagement attacks.
Theme/explanation: As the systems take damage, they reroute power to the shielding systems. While at full power with no damage, shielding is not a priority. As damage is sustained, shielding is more important, while fire power is less of a priority. The figure is a jumping mech from mech warrior. So I felt that a Jumping ability was necessary. It's melee damage comes from it's kick. It can jump quite high, and what would happen if it just kicked an opponent? Of course as it sustains damage, it's kick won't be as strong.
Spiders of Lolth (UTGAR) Common
Status: On Hold Indefinately. (figure availability gone.)
Spoiler Alert!
NAME = SPIDERS OF LOLTH
GENERAL = UTGAR
PLANET = TORIL
SPECIES = ARACHNIDS
UNIQUENESS = COMMON SQUAD
CLASS = HUNTERS
PERSONALITY = WILD
SIZE/HEIGHT = SMALL 2
1 LIFE (4 figures)
7 MOVE
1 RANGE
2 ATTACK
1 DEFENSE
50 POINTS
Webbing:
All small medium or large figures adjacent to a Spider of Lolth may not leave engagement with a Spider of Lolth. Figures effected by Webbing cannot leave engagement with a Spider of Lolth due to any special power on any army card, or glyph.
Arachnid Movement Bonding:
After revealing an Order Marker on, and taking a turn with the Spiders of Lolth, if at least 2 Spiders of Lolth are engaged you may immediately move one Arachnomancer hero, or one Arachnid hero, that you control up to 5 spaces.
Climb x3:
When moving up or down levels of terrain, Spiders of Lolth may triple their height.
Theme/explanation: Ever since seeing Estivara's design, I always felt that they were going to design a squad of spiders to bond with her. It just made a lot of sense to me, and it's supported if you look into the lore surrounding the goddess Lolth in D&D, which is the goddess that most of the Drow worship. I wanted to design them to be unique from the Fyorlag, but still somewhat intimidating, while still feeling like relatively weak, and small, arachnids. They are vaguely reminiscent of the Gladiatrons, but nowhere near as annoying, as you can still move around the spider to are engaged with, and they die much easier. The figures are made of the same rubbery stuff the Xualtiaca Ants are made of, and are roughly the same size.
Q: Wow, isn't $69.99 expensive for 192 spiders?
A: Xualtiaca ants are currently $52.99 for 192 ants, so there's some precedent. I do wish they were cheeper though. I would obviously buy a couple lots to sell as individual squads once they passed.
Hellhounds (VYDAR) Common
Status: Playtesting before submission.
Spoiler Alert!
https://cdn.discordapp.com/attachmen..._Perdition.png
NAME = HOUNDS OF PERDITION
GENERAL = VYDAR
PLANET = ARCTORUS
SPECIES = HELLHOUNDS
UNIQUENESS = COMMON SQUAD
CLASS = HUNTERS
PERSONALITY = RELENTLESS
SIZE/HEIGHT = SMALL 3
1 LIFE (2 figures)
7 MOVE
1 RANGE
3 ATTACK
4 DEFENSE
40 - 65 POINTS
Veil of Moribund:
Hounds of Perdition that are unengaged do not have any visible hit zones when targeted by a figure that does not have any wound markers on its card.
DRAG: If a Hound of Perdition starts its turn engaged to a Small, or Medium opponent's figure, you may choose to Drag that figure. When a Hound of Perdition uses Drag, it subtracts 3 from its move. After moving, place the chosen figure on an empty adjacent space that Hound of Perdition moved through this turn. The chosen figure cannot make any leaving engagement attacks, and will not take any leaving engagement attacks.
Climb x2:
When moving up or down levels of terrain, Hounds of Perdition may double their height.
Theme/Explanation: TBA
Here's a few pictures. They're just bit bigger than the Badru.
Untitled # 3 (sort of teleport on d20) is pretty cool and I like Drag & Drop. Keep the good ideas flowing.
TheAverageFan
October 14th, 2016 10:36 PM
Re: Leaf_It's custom unit's and abilities
I like Jump Back. Good for skirmishers attacking a figure with no Order Markers on it while on the move.
~TAF
Leaf_It
October 16th, 2016 01:48 AM
Re: Leaf_It's custom unit's and abilities
Thanks guys. I enjoy coming up with stuff like this. I'm hoping to get something into the SoV some day.
obfuscatedhippo
October 17th, 2016 01:58 PM
Re: Leaf_It's custom unit's and abilities
Quote:
Name: Maltis Tez
General: Aquilla
Species: Hybrid
Uniqueness: Unique Hero
Class: Scout
Personality: Fearless
Size: Medium 5
Life: 3
Move: 7
Range: 1
Attack: 2
Defense: 3
Points: 100? (I'm bad at points)
RUNNING JUMP
Instead of his normal move, if the first 3 spaces are in a straight line, and on the same level, Maltis Tez may use running jump. Running Jump has a move of 3. For the next 3 spaces, ignore elevations. Maltis Tez may jump over water without stopping, pass over small or medium figures without becoming engaged, and jump over obstacles such as ruins. Maltis Tez may not jump more than 10 levels up or down. If Maltis Tez is engaged before starting to jump, they will take any leaving engagement attacks.
JUMP BACK
If Maltis Tez ends their move adjacent to an enemy figure, before or after attacking, you may move Maltis Tez 1 additional space that is not adjacent to that same enemy figure. Maltis Tez Never takes leaving engagement attacks when using Jump Back.
LUNGE FORWARD
Once per turn, after moving Maltis Tez at least 2 spaces in a straight line, if the move ended adjacent to an enemy figure, roll 1 additional attack die.
Matlis is a very mobile figure but he seems lack the punch of a 100-point hero. I'd put him more at 50-points. If you bump his life up to 5, I'd put him at 90 as is.
Maybe change JUMP BACK to ACROBATICS or TUMBLING so as not to confuse Jump Back and Running Jump.
FIRST ASSAULT 3
When attacking with Valguard, if the defending figure was not adjacent to Valguard at the start of this turn, Valguard receives 3 additional attack dice.
It would be a big bump from your +1 for Lunge forward but, as proposed, Matlis is a 100-point figure with an attack of 3 (4 with height). I'd rather have another squad of Mohican's for that.
With Life 5 and First Assault 3, I'd think he's be around 100 points. He still doesn't bond but he's highly mobile and a good assassin for a "leaping through the air" with 5 attack.
Leaf_It
October 17th, 2016 02:48 PM
Re: Leaf_It's custom unit's and abilities
Quote:
Originally Posted by obfuscatedhippo
(Post 2115874)
Matlis is a very mobile figure but he seems lack the punch of a 100-point hero. I'd put him more at 50-points. If you bump his life up to 5, I'd put him at 90 as is.
Maybe change JUMP BACK to ACROBATICS or TUMBLING so as not to confuse Jump Back and Running Jump.
FIRST ASSAULT 3
When attacking with Valguard, if the defending figure was not adjacent to Valguard at the start of this turn, Valguard receives 3 additional attack dice.
It would be a big bump from your +1 for Lunge forward but, as proposed, Matlis is a 100-point figure with an attack of 3 (4 with height). I'd rather have another squad of Mohican's for that.
With Life 5 and First Assault 3, I'd think he's be around 100 points. He still doesn't bond but he's highly mobile and a good assassin for a "leaping through the air" with 5 attack.
I was going to put him at 60 - 80 points, but I was worried that I was just bad at figuring points.
I'm thinking of naming Jump Back "Evasion Instinct"
I might increase Forward lunge to 2 additional attack die, but I feel that 3 is too powerful. I don't really want him to be a 100 point character, and I'm glad no one else thinks he should be.
obfuscatedhippo
October 17th, 2016 03:39 PM
Re: Leaf_It's custom unit's and abilities
I like the +2 for Lunge better. I don't think I would bring him off the shelf with only a +1 (I'd rather have Zetacron).
With his mobility, he likely has height advantage so it is an attack of 5 which is solid for a 60-point figure. With only 3 life and 3 defense, he might fall pretty quickly to range (once he engages) but he's a supporting hero so that's okay.
Leaf_It
October 20th, 2016 02:53 AM
Re: Leaf_It's custom unit's and abilities
Alright, I have 2 new Customs to share. I wanted Drow support, but I didn't want generic bonding.(ex: take a turn with another drow hero/squad you control) They're not not final, but here's how they currently are:
GLAURAD
Spoiler Alert!
CHECK OP FOR UPDATED STATS AND ABILITIES
Name: Glaurad
General: Utgar
Species: Drow
Uniqueness: Unique Hero
Class: Guard
Personality: Fearsome
Size: Medium 5
CURSED BLADE
When attacking with Glaurad, roll the 20 sided die. If you roll a 12 or higher, all skulls count for 1 additional hit.
GUARD OF THE DROW
If a Drow figure within 5 clear sight spaces of Glaurad would take any wounds from a normal attack, roll the 20 sided die. Add the remaining life of Glaurad to your roll. If you roll a 9-14, block 1 wound, and move Glaurad up to 2 spaces toward the affected figure. If you roll 15-18, block 2 wounds, and move Glaurad up to 4 spaces toward the affected figure. If you roll a 19 or 20, block all wounds, and place Glaurad adjacent, and within 2 height levels of the affected figure's base.
LURK IN SHADOWS
If Glaurad is on a shadow space, opponents' figures must be adjacent to attack him with a normal attack.
XILARTH
Spoiler Alert!
CHECK OP FOR UPDATED STATS AND ABILITIES
Name: Xilarth
General: Utgar
Species: Drow
Uniqueness: Unique Hero
Class: Assassin
Personality: Tricky
Size: Medium 5
SHROUD OF DARKNESS
If any Drow, or Tricky figures that you control, are within 3 clear sight spaces of Xilarth, you may treat them as if they were on a dungeon tile. Xilarth and any adjacent figures in clear sight of Xilarth, may be treated as if they were on a shadow space. Shroud of Darkness does not affect figures while they are moving.
LURK IN SHADOWS
If Xilarth is on a shadow space, opponents' figures must be adjacent to attack him with a normal attack.
ASSASSINATE
When attacking with Xilarth, if the figure was not engaged at the start of your turn, roll the 20 sided die. If you roll a 14 or higher, Xilarth rolls 3 additional attack dice.
No card image yet. Let me know what you think. I'm bad with points so tell me if you think they sound right.
Edit: to avoid double posting, I have altered the wording, and stats of the two customs. Most notably, Xilarth no longer has Prejudice, and now has Assassinate, which I feel is much more thematic, and fits the Drow species more.
Edit2: Reworked Guard of the drow so that it uses a d20.
aka_sketch
November 15th, 2016 07:41 PM
Re: Leaf_It's custom unit's and abilities
These are awesome! Way to go. Do you have miniatures for the ones without pictures?
Leaf_It
November 15th, 2016 10:46 PM
Re: Leaf_It's custom unit's and abilities
Quote:
Originally Posted by aka_sketch
(Post 2121366)
These are awesome! Way to go. Do you have miniatures for the ones without pictures?
Yes. or rather, I have ordered them, but they haven't arrived yet. I will update them once I have pictures.
Ixe
November 23rd, 2016 12:04 PM
Re: Leaf_It's custom unit's and abilities
Maltis Tez
I'm liking the changes you made with this guy. Finding good climbing powers is always tough. I came up with one a while back that may work. You are welcome to use it if you want:
Quote:
Originally Posted by Ixe
(Post 1995892)
MOUNTAIN SCALING 4
All Ramriders of the Gray Mountains may add 4 to their move value. This additional movement may only be used when moving up elevations
I otherwise find it a little weird that he can basically net movement if he moves up exactly 2. Evasion Instinct plays nicely with his hybrid nature and is a cool power to boot. It will probably still be a little tough to keep up first assault with him (and he'll crumble when you can't), but he looks like a lot of fun for a 50 point hero.
Glaurad
He's a pretty cool design and he gives the drow quite a bit more added defense. They can potentially ignore a ton of wounds between him and their shadow ability. I don't quite get thematically how he's guarding the drow in this case. Unfortunately there is really no concept of "towards" in heroscape so his power doesn't quite work in that respect. Maybe you could cut out that complication and trim the wording by just placing him next to the guarded drow. Cursed Blade does feel a little off that it is an upside for the roll. You can accomplish about the same thing if you gave him 6 attack and had him subtract 3 if he rolled below a certain number. With that attack alone he may be better served in a Guard build for those points than trying to play body guard to the drow.
Xilrath
I guess this assassin just oozes shadow but that doesn't quite explain why certain terrain tiles would count as dungeon tiles. It's a little strange that this protects against lava field tiles as well but I guess shadows can have a soothing effect. It does feel a little odd that an assassin is such a protective unit but I guess it makes sense if it just so happens to be dark around him (in a way that only certain things can take advantage of). For gameplay, I'd consider moving your assassinate roll to before you move. It feels less tricky and more like blind luck to run out and hope to get a big hit against your target. Instead, you can plan your turn accordingly knowing whether or not you can assassinate your target.
Leaf_It
November 23rd, 2016 03:38 PM
Re: Leaf_It's custom unit's and abilities
Quote:
Originally Posted by Ixe
(Post 2122568)
Maltis Tez
I'm liking the changes you made with this guy. Finding good climbing powers is always tough. I came up with one a while back that may work. You are welcome to use it if you want:
Quote:
Originally Posted by Ixe
(Post 1995892)
MOUNTAIN SCALING 4
All Ramriders of the Gray Mountains may add 4 to their move value. This additional movement may only be used when moving up elevations
I otherwise find it a little weird that he can basically net movement if he moves up exactly 2. Evasion Instinct plays nicely with his hybrid nature and is a cool power to boot. It will probably still be a little tough to keep up first assault with him (and he'll crumble when you can't), but he looks like a lot of fun for a 50 point hero.
Glaurad
He's a pretty cool design and he gives the drow quite a bit more added defense. They can potentially ignore a ton of wounds between him and their shadow ability. I don't quite get thematically how he's guarding the drow in this case. Unfortunately there is really no concept of "towards" in heroscape so his power doesn't quite work in that respect. Maybe you could cut out that complication and trim the wording by just placing him next to the guarded drow. Cursed Blade does feel a little off that it is an upside for the roll. You can accomplish about the same thing if you gave him 6 attack and had him subtract 3 if he rolled below a certain number. With that attack alone he may be better served in a Guard build for those points than trying to play body guard to the drow.
Xilrath
I guess this assassin just oozes shadow but that doesn't quite explain why certain terrain tiles would count as dungeon tiles. It's a little strange that this protects against lava field tiles as well but I guess shadows can have a soothing effect. It does feel a little odd that an assassin is such a protective unit but I guess it makes sense if it just so happens to be dark around him (in a way that only certain things can take advantage of). For gameplay, I'd consider moving your assassinate roll to before you move. It feels less tricky and more like blind luck to run out and hope to get a big hit against your target. Instead, you can plan your turn accordingly knowing whether or not you can assassinate your target.
I like that climbing ability. I was wondering how I could add the additional movement from the beginning of the move, instead of only after they have moved up a set number of levels.
Yeah, when I ran Xilarth and Glaurad through the Pre-SoV workshop, I re-designed them a bit, I just haven't updated this thread yet. Xilarth doesn't do anything with dungeon tiles anymore.