Nice, very nice.
Some fine tunings:
Ornstein
Smough
Maybe his Defense should be 4, since in-game Smough has lower resistances than Ornstein, but more health. This should also put them on par point-wise and enhance the feeling that they are distinct, but at the same time equals where power is concerned. As Soul of Ornstein it is right now, Ornstein's Soul will get him up to 5 Defense anyway.
Alternative Special Attack
Another thought is that Ornstein's bonus to Smough should be just be +1 Attack (he gains Ornstein's lightning) and Smough's bonus to Ornstein should just be attacking all adjacents (he gains Smough's slam). This is closer to how it works in the game and I think it would also be more elegant.
Dancer
Maybe her species should be Giant, since that's what she actually is aside from developing a beast-like posture and disposition. This would resolve the awkwardness of Pontiff Beast and be closer to the source material.
Her SA needs the leaving engagement clause amended:
The Dancer will not take any leaving engagement attacks when making this movement.
Outrider
Like the Dancer, maybe species should be Giant.
Frostbite Weapon needs our updated wording:
Start the game with 3 teal Frostbite Markers. If this Boreal Outrider Knight inflicts a wound on a Unique Hero, you may place a Frostbite Marker on that Unique Hero's Amy Card. Subtract 1 from the move and defense numbers on an Army Card for each Frostbite Marker on that card. A maximum of 3 Frostbite Markers can be placed on any card.
Titanite
I definitely like him better as Valkrill.
The range of his Lightning Bolt should be reduced to 7 in response to his increased Move of 3. This keeps the Special Attack threat range at 10 so that only ranged boosted units can kite him when he's on flat terrain.
3 Attack may be too strong against squads, but his ranged attack should still be a considerable threat. We will have to see in playtesting. Maybe an attack of 2 increased by 1 against Uniques would solve that problem if it ever arrises, but for now let's roll with 3.
This should be closer to what I envisioned for Vault:
Before moving, choose a figure within 7 clear sight spaces of this Titanite Demon. Roll the 20-sided die. If you roll a 15 or higher, place this Titanite Demon on an empty space adjacent to the chosen figure. This Titanite Demon may not move more than 25 levels up or down in a single Vault. If this Titanite Demon is engaged when it Vaults, it will not take any leaving engagement attacks. This Titanite Demon can only attack the chosen figure this turn.
It gives the other player some breathing room for when the Titanite Demon actually jumps on one of their figures and so that it doesn't immediately lay waste to every squadie around it.
Rough Drafts:
SK Swordsman
Spoiler Alert!
Silver Knight Swordsman
Demigod
Common Hero
Knight
Loyal?
Life 1
Move 5
Range 1
Attack 2
Defense 6
Points 40
Silver Knight Bonding
After revealing an Order Marker on a Silver Knight Swordsman's Army Card, before taking that Silver Knight Swordsman's turn, you may take a turn with 2 other Common Knight Hero figures you control.
Deadly Strike
When attacking with a Silver Knight Swordsman, all skulls rolled count for one additional hit.
Aggressive Advance
When a small or medium figure rolls defense dice and is not destroyed by an attack from a Silver Knight Swordsman, you may move the figure 1 space onto a space within 2 clear sight spaces of that Silver Knight Swordsman. Place that Knight on the space previously occupied by the figure. Neither figure takes any leaving engagement attacks. A non-flying figure moved lower can receive any falling damage that may apply.
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Deadly Strike for that taste of Dark Souls brutality for the uncautious: the need to position tactically against them or suffer the consequences of poor play. The height advantage mechanic of Heroscape lends itself very well to this purpose.
Aggressive Advance to reflect the Anor Londo fighting style of putting your weight into your attacks and the pushing that occurs during attacks in the game (leading to many deaths by falling). This again reinforces the importance of positioning. It also makes fighting 2 Silver Knights on uneven terrain dangerous, since one can set the other up for a 3 dice Deadly Strike in certain situations, not something you want to do in Dark Souls either.
With this package at 40 points per Knight, 3 Knights (120 points) are on par with a squad of Minions of Utgar, who are 110 points (125 in
HeroScape Delta).
The Minions have "replacement bonding" with Taelord (who can give them 2 dice worth of attack), 4 move, and Flying (easier to get height for Deadly Strike
that turn and compensates for their 4 move).
Meanwhile, the Knights have "replacement bonding" with SKArchers, 5 flightless move, and Aggressive advance (can
sometimes be used to get height to
setup Deadly Strike
next activation or for another Knight this turn).
One thing we can do is have Aggressive Advance require a d20 roll if it becomes too oppressive.
SK Archer
Spoiler Alert!
Silver Knight Archer
Demigod
Common Hero
Knight
Loyal? Precise?
Medium 6
Life 1
Move 5
Range 8
Attack 3
Defense 4
Points 50
Silver Knight Bonding
After revealing an Order Marker on a Silver Knight Archer's Army Card, before taking that Silver Knight Archer's turn, you may take a turn with 2 other Common Knight Hero figures you control.
Dragonslayer Arrows
When this Silver Knight Archer attacks Dragon or Human figures, add 1 attack dice.
Knockback Shot
If an opponent's small or medium figure enters a space within 6 clear sight spaces of this Silver Knight Archer, and if there are no other opponent's figures within 6 clear sight spaces of this Knight, you may roll the 20-sided die. Add 3 to your roll if this Knight has height advantage on the figure. If you roll a 15 or higher, move the figure 2 spaces onto a space that is furthest away from this Knight. The space must be on the same level as or lower than its current location. The figure does not take any leaving engagement attacks. A non-flying figure can receive any falling damage that may apply.
=======================================================
I propose an attack range of 8 because of their huge
greatbows, which set them apart from other Heroscape archers. Airborne Elite have a range of 8, but 9 is Syvarris territory. We could reduce their move to 4 if necessary, but the same range as the Aubrien Archers with these ridiculous bows that are taller than them seems inappropriate and off.
Sentinel (as a Unique Squad)
Spoiler Alert!
Royal Sentinels
Giant
Unique Squad
Sentinels
Loyal? Dauntless? Stoic?
Large 7 or Huge 8
Life 1
Move 3
Range 1
Attack 3
Defense 8
Points 100
Sentinel Engagement
If an opponent's figure enters a space within 3 clear sight spaces of a Royal Sentinel you control, and if there are no other opponent's figures within 3 clear sight spaces of that Sentinel, you may move the Sentinel 3 spaces. The Sentinel must end its movement adjacent to that figure in order to use Sentinel Engagement.
A Coward's Reward
A Royal Sentinel rolls one additional die against figures leaving an engagement with it.
Wrath of the Gods
If you roll any excess shields when rolling defense dice against a normal or special attack from a non-adjacent attacking figure, all opponent's figures adjacent to the defending Royal Sentinel receive one wound.
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The Royal Sentinels in the hallway before O/S can heal themselves and will occasionally use wotg.
I tweaked it to only deal 1 wound in response to the extremely high defense they will need to remain durable as a squad. I changed it to only trigger against non-adjacent attacks, since wotg blocks sorceries. But I understand what you mean about it seeming unexpected at first glance. It looks a bit weird but it has some interesting implications for how you approach attacking them. Just an idea right now.
If we do an Estus special power, it could go something like this. I will use Knight of Astora for the hero's name an example. Assume the heroes have somewhere between 4 and 6 Life:
Estus Flasks
Start the game with X orange Estus Markers on this card. Instead of moving and attacking with Knight of Astora, you may remove 1 Estus Marker and up to 2 wound markers from this card. This power cannot be used if there are no Estus Markers on this card.