HEROSCAPE

Biographies for Custom Units from the Desk of Donovan Raidor
Last Updated 27 Feb 2008

Pictures here were suckin' up too much of my bandwidth. ^_^
Card Images for these units may now be found in

my Custom Unit thread at HeroScapers.com


AGENT BLADE
Agent Blade was once a vampire hunter on his home planet of Earth. His skill at exterminating vampires was enhanced by the fact that he was half vampire himself. Called "Daywalker" by the monsters he hunted, he was both hated and feared by them because he possessed all of their strengths and none of their weaknesses. Aided by a descendant of another famous hunter named Van Helsing, Blade was eventually successful in eradicating all vampires from Earth through the use of the ancient Mantessi Formula ritual. Blade himself survived the ritual (ostensibly because he was still half human), though he lost his superhuman strength and speed. Blade then promptly retreated into solitude on Earth, seemingly never to be heard from again. A short time later, Blade reappeared in Valhalla, now an Agent working with the Krav Maga for the Valkyrie General Vydar. How and why Agent Carr recruited Agent Blade is unknown, but the transition from hunter to agent has not caused Blade to lose his edge. His skill in unarmed combat is superb and his marksmanship with firearms is outstanding, but when armed with a bladed weapon like his katana, he becomes almost undefeatable. Coupled with a retained vampiric ability to regenerate from almost any wound short of a lethal one, Agent Blade should never be underestimated. Though he appears to be voluntarily serving Vydar, his actions have often caused speculation that Blade has his own personal agenda, almost as if he were searching for someone... [figure used: (HeroClix) Blade]

AVATAR KRIIN (Currently Being Playtested - Card Subject to Change)
Avatars are the elite of the Draconum military, and Kriin is a superb example of their fighting prowess. Trading the protection of heavy armor for increased speed and maneuverability on the battlefield, Avatar Kriin prides herself on being able to reach her objectives quickly and efficiently. Kriin's acrobatic agility while aloft is as graceful as her expert spearmanship is deadly. She uses her polearm to deftly assail targets from beyond their reach, then launches into the air to soar away unharmed. [figure used: (MageKnight) Cindrata]

AVATAR VAASH (Currently Being Playtested - Card Subject to Change)
When her soulmate, Prince Grovek, was chosen to champion Ullar�s armies in Valhalla, Vaash felt honor-bound to accompany him into the Battle of All Time. As a commanding Avatar of the Draconum elite, Vaash is a master of the highly guarded Dragoon Lance technique. Mimicking the aerial hunting style of a predatory dragon, Vaash leaps high into the air, then descends upon her target with a fierce downward stroke of her blade. The technique is so swift and powerful that most enemies are unable to mount an effective defense and are hewn down without even knowing what hit them. [figure used: (MageKnight) Throne Monk]

BATTLE DROIDS
Using blueprints provided by General Grievous, Zettian Soulborgs in the service of Utgar were able to construct several squads of Battle Droids for Grievous to lead into combat. Not quite as intricate as Soulborgs, droids are simple yet effective automatons, programmed to unquestioningly follow the orders of their leader. Despite a lack of programming sophistication and decent protective armor, a squad of droids can still be dangerous adversaries in battle if they all concentrate their fire on a single target. [figures used: (Star Wars) Battle Droids #25 & #26, x2 each]

DEATHDEALERS
Rumored to be in the direct service of the entity �Death� itself, these grizzly warriors are often seen fighting for the murderous General Utgar. Some say that this nightmarish trio is neither alive nor dead, but have bartered away their souls to obtain a twisted form of immortality poised between the two. In exchange for escaping from their own deaths, they have become harbingers of doom, scavenging in Utgar�s bloody wake for lost souls to claim for their master. The foolhardy often scoff at ghost-stories of DeathDealers, but those who have seen them can attest to their frighteningly real power over death. Raising their weapons high, they can cause even the mightiest of warriors to drop dead instantly, struck by no detectable force beyond the chilling echoes of the DeathDealer�s own haunting laughter. Though these spectres can be wounded and even slain in combat, vanquished DeathDealers almost always appear again in another battle elsewhere. Valhallan superstition holds that anyone unfortunate enough to permanently slay a DeathDealer will be forced to become one, damned to replace the very abomination they destroyed. [figures used: (MageKnight) Painwraith, Blood Cultist, Deathspeaker Aeradon]

DIREWOOD ENTS
The Ents are the guardians of Feylund's mystical Direwood Forest. According to the lore-songs of the Ents, the Faerie goddess Zo� created the Direwood and nurtured it as if the trees were her own sons and daughters. One day, an unnamed Demon felled the greatest of the Direwood trees and carved it into a huge statue of the Goddess, hoping to gain her affection. When Zo� learned of the death of the elderwood, she spurned the Demon. In his rage, the Demon smashed the carving into hundreds of pieces. Zo� banished the Demon from Feylund forever, then wept deeply for her lost child. The legend says that her tears formed a magical spring in the heart of the Direwood, and that the splintered pieces of the great tree took root at its edges and became the first living Ents. These ancient shepherds of the trees have protected their sacred arbors from all manor of evil for millenia ever since. On hearing Ullar's description of the malevolent General Utgar, the Ents immediately knew that he must be the unnamed Demon of their lore, and they vowed to aid in protecting Valhalla's flora from the tyrant. Though slow and deliberate in their movements, the Ents of the Direwood are supernaturally strong. They can reduce an unprepared enemy into unrecognizable paste with a single mighty swat, and are able to toss half-ton boulders several meters with relative ease. [figures used: (MageKnight) Oak Warrior, Oak Mage, Wood Golem]

DONOVAN
Jandar found this mysterious human near a wellspring in the aftermath of a huge battle. Clothed in the charred and tattered remains of red robes, he bore no armor or weapons. Though he was physically uninjured, he was dazed and barely conscious. When he awoke from his delirium days later, he had no memory of his past except for his name. While Donovan's origin and identity remain unknown, his honor and integrity are unquestionable. After hearing of Jandar's struggle to protect the wellsprings from Utgar, Donovan offered to aid the general in his quest. Donovan lacked any kind of combat training, but Jedi Master Plo Koon sensed a strong connection between the human and the mystical power called The Force. Taking Donovan as his padawan apprentice, Master Koon taught Donovan the myriad skills of the Jedi Order. Donovan proved to be a fast learner, and quickly developed into a capable warrior. Now Donovan fights alongside his friend and mentor in the defense of Jandar's cause. Off the battlefield, Donovan uses Jedi meditation techniques to search the dark recesses of his own mind for the clues he hopes will unlock his past... [figure used: (Star Wars) Jedi Knight, repainted]

FEYLORA & REYLANA (Currently Being Playtested - Cards Subject to Change)
These Elven sisters from Feylund were born beneath a very rare heavenly conjunction: a prophecy written in the stars that they would together share a great destiny. They were thought at first to be identical twins, but a physical distinction made itself apparent before their first birthday: Feylora's hair grew golden blonde, like the summer sun, while Reylana's hair was a burnt crimson, like the oak leaves in autumn. In addition to this visible difference, Feylora and Reylana also developed slightly divergent personalities. As they grew, Reylana stood apart as the more impulsive and reckless of the two, where Feylora was always more cautious and calculated. Schooled together all their lives in preparation for their 'Grand Destiny', the twins absorbed every piece of lore and mastered every skill they were taught, especially the art of swordsmanship. Where their comrade Syvarris excelled at the bow, the twin sisters were renowned for their prowess with swords. Wielding two blades apiece, Feylora and Reylana are each formidable opponents on their own, but when the two fight side-by-side, they become frighteningly efficient. Each enhances the other's weaknesses with her own strengths, and the two become a force somehow greater than the sum of its parts. The twins move, parry, and strike with such complementary synchronicity that they seem to act from a single united force of will. Their primary weakness is that they appear to share each other's pain; so if one of them is defeated in combat, the other is almost certain to meet a similar fate in short order. [figures used: (MageKnight) Freeholder Sorceress x2]

FIREHAWK Mk6
The Mark 6 Firehawk is the Omnicron answer to Deathwalker 9000. Though not as heavily armored as his nemesis, Firehawk is more durable overall and has a slightly better range of fire than the Zettian. With the limited flight capability of his jump jets, Firehawk can quickly reach a good vantage-point from which to fire his plasma caster. Enemies brave or swift enough to attack this Omnicron Soulborg up close soon discover that he is appropriately named. Firehawk is armed with a short-range flame thrower, capable of reducing even the strongest metal alloys into molten slag in a matter of seconds. [figure used: (MechWarrior) Crimson Hawk - Flamer Variant]

FORSAKEN (Currently Being Playtested - Card Subject to Change)
This murderous abomination is the stuff of nightmares, ...literally. Almost every culture has some kind of folklore or superstition about the "boogeyman" or the "monster that hides under the bed". But sometimes, ...just sometimes, ...that terror is more than fanciful imagination. In Valhalla, the unseen killer in the darkness is very real, and it is known as "the Forsaken". What caused this wretched demon to emerge from the shadows of legend and into terrifying reality is unknown, but its apparent willingness to follow Utgar's orders only enhances his enemies' fears of the conquering Archkyrie General. Seemingly unthinking, Forsaken appears to exist only to destroy life. When it attacks, every blow it lands on an intended victim enhances its lust for death, making each successive slash of its hideous claws more violent than the last. Even worse, legends claim that Forsaken is undying, and can never truely be killed. If Forsaken ever falls in battle, its rotting corpse vanishes immediately, as if consumed by unholy magical fires, ...but it ALWAYS returns. Sometimes days later, sometimes after mere seconds, often miles from the site of its last defeat, but sometimes only inches away, ...it returns, ...lurching suddenly from behind the branches of a gnarled and dying tree, or crawling menacingly from the murky waters of an evil bog. Its enemies never know when or where this vile monstrousity will appear next, only that eventually, ...it will. Forsaken is best described by the words of an ancient Kyrie poem, often used to threaten children who misbehave... [figure used: (MageKnight) Skull Golem]
       "Beware the great Forsaken beast, its eyes a burning red
       With claws of jagged bone and twisted horns upon its head.
       It stalks the dark and baleful night to vent its brutal wrath,
       On any soul unfortunate enough to cross its path.
       It slaughters children, murders men, and stiffles babies' cries;
       Pain wrought without distinction by a hate that never dies.
       If e'er you meet its gaze you'll know,
       Your life's as good as taken;
       Not sword or spear nor axe or bow,
       Can save you from Forsaken."

GENERAL GRIEVOUS
Cruel and sadistic, this twisted cyborg was once the leader of a vast army of Battle Droids in his home universe. Bent on destroying the noble Republic that had flourished there for centuries, General Grievous enjoyed hunting down and killing the Jedi guardians of that decaying democracy. He eventually dueled a Jedi Master that proved too great a quarry for him, and General Grievous was beaten. His mechanical body ablaze, Grievous' intense rage at his own defeat reached across the cosmos in waves until it fell upon a true connoisseur of pain and hatred - Utgar. The evil Valkyrie Warlord immediately conjured Grievous' remains to Valhalla, where Zettian technicians set about to salvage the villain's mangled body. Though most of his organic tissue had been destroyed, Grievous' brain was intact, alive, and filled with a thirst for vengeance. Utgar's Soulborgs restored General Grievous' robotic components, and the cyborg tyrant was reborn. Once informed that Utgar's sworn enemy Jandar had enlisted Jedi to his cause, General Grievous immediately swore his allegiance to Utgar, on the condition that he be allowed to personally hunt down and destroy every last Jedi in Valhalla. Utgar accepted. [figure used: (Star Wars) General Grievous, Jedi Hunter]

GLACIAN LYNXAURS (Currently Being Playtested - Card Subject to Change)
A peace-loving race of primitive sentients, Lynxaurs have been driven to the verge of extinction on their home planet of Grut. The more dominant (and violent) Orcs of Grut have hunted the nomadic Lynxaurs for sport since the two species first encountered each other. In two mere decades, the Lynxaurs have been all but wiped out, with only a few surviving tribes retreating back into the most remote and inhospitable Glacian regions near Grut's poles. Some of these tribes have learned the ways of warfare from their genocidal enemies, forging swords and fletching arrows to defend themselves, but these lessons were hard-learned at too heavy a price. It is now only a matter of time before the execution squads, led by the likes of Nerak and his lieutenants, track down and eliminate the last of the noble Lynxaurs. Seeing their plight in a Wellspring vision, the Archkyrie Jandar took pity on two Lynxaur hunt-mates cornered on an ice-flow preparing to make their last stand against a horde of approaching Swog-mounted Orcs. He transported the pair to Valhalla, where they vowed to join Jandar's army and continue their struggle against the cruel Orcs in this strange new Battlefield. Though their combat skills are unrefined, the Lynxaurs are tough, strong, and eager to learn. These sturdy quadrupeds are even capable of carrying their allies short distances on their backs. Though the effort slows the Lynxaurs considerably, it is still a daunting sight for enemies to see the Lynxaurs charging into battle, bringing their own reinforcements with them as they advance. [figures used: (MageKnight) Snow Centaur & Snow Maiden]

HIGH AVATAR KAARA (Currently Being Playtested - Card Subject to Change)
Among the elite Avatars of the Draconum, High Avatar Kaara is the best of the best. More than just a commanding officer, Kaara is an honor guard as well. Her battle armor radiates a magical aura that sharpens the senses and heightens the reflexes of other Draconum within its protective field. Should this protection prove inadequate, it is also Kaara�s solemn duty to avenge the deaths of any warriors slain under her command. Kaara�s magical Sword of Vengeance gains power from any of her allies or subordinates who fall on the field of battle. Their spirits strengthen her will and empower her wrath, enabling Kaara to ensure that her comrades� deaths are fully reciprocated. Kaara�s proud and confident demeanor hides her greatest fear: that she may someday have to avenge the death of her soulmate, Zorn the Destroyer. [figure used: (MageKnight) Caldera]

KI-ADI-MUNDI
A wise Jedi Councilman and a brilliant strategist, Ki-Adi-Mundi unfortunately befell the same fate as many of his doomed Order. Ki was betrayed and viciously attacked by his own troops on the field of battle. Though he fought off their blaster-fire briefly, he was eventually overwhelmed and mortally wounded. As he fell, Ki used his knowledge of The Force to place his body into a deep, trance-like state of suspended animation. Ki's betrayers left him for dead, but Jandar sensed the life-force still present in the Cerean and teleported him to Valhalla. Ki-Adi-Mundi's trance had delayed his body's death long enough that the Valkyrie healer Kelda and the Jedi healer Stass Allie together were able to cure his wounds and awaken him. Ki then joined with the rest of the new Jedi Circle, bringing both his precision with a lightsaber and his tactical genius into the Battle of All Time on the side of Jandar. [figure used: (Star Wars) Ki-Adi-Mundi]

KIRIKUS (Currently Being Playtested - Card Subject to Change)
Indigenous to the treacherous, icy spires of the remote Baylien Mountains, Gryffons are seldom seen in Valhalla. These magical beasts are content to isolate themselves in the frozen, labyrinthine caverns within the snowy peaks, far away from Kyrie settlements. Because of their reclusive reputations, a scouting detail from Jandar's army was quite astonished when this majestic creature staggered into their camp in the Baylien Pass and collapsed. It was gravely injured, but the Kyrie Kelda managed to mend the Gryffon's wounds. Rather than fleeing, the healed Gryffon surprisingly attempted to communicate with its rescuers. Though capable of only birdlike clicks and chirps, the Gryffon was undeniably possessed of more than just animal intelligence, and the analytical Viking leader Thorgrim quickly devised a crude means of gestural communication with the beast. Thorgrim forged a rapport with the creature and named it Kirikus, based on the clicking sounds it made with its beak. Kirikus lead the regiment back into the mountains, to where Grut Orcs had attacked and almost killed him. Led by the nefarious Nerak, a sizeable band of Orcs had obviously been dispatched by Utgar in search of the same goal as Thorgrim's group: the lost Wellspring of Marouph. Out of gratitude for healing him, Kirikus guided Thorgrim's team deep into the icy caves to the object of their quest. Reaching the Wellspring only minutes before the Gruts, Thorgrim devised a clever ambush and easily routed the Orcs with the help of Kirikus and his Gryffon pride. Leaving the pride to watch over their Wellspring rookery, Kirikus returned with Thorgrim's detachment to rejoin Jandar's main force, and he has fought with them ever since. Though he is only an adolescent Gryffon and small in size, Kirikus still has formidable speed and strength on the battlefield. He can strafe enemies with his razor-sharp talons while remaining safely aloft, and he understandably shows a particular hatred of Orcs. [figure used: (MageKnight) Rock Griffin]

MAGNAGUARDS
Magnaguards are much more technologically complex than their simpler Battle Droid cousins. Working in pairs, they are assigned to protect important commanders on the battlefield. They carry specialized electrical staves, which emit a magnetic field capable of deflecting or parrying almost any incoming attack from melee or projectile weapons. Though their offensive capability is limited, their unthinking dedication to protecting their assigned charge makes it that much more difficult for enemies to neutralize someone under the Magnaguards' protection. [figures used: (Star Wars) Bodyguard Droids #27 & #28]

PLO KOON
Drawn to Plo Koon�s universe by a powerful wellspring vision, the Valkyrie Jandar discovered a war-torn realm of thousands of planets collapsing into chaos and despair. Once a great and flourishing democracy, this Republic had been subverted by greed and treachery. The stalwart defenders of this doomed civilization, known as the Jedi Order, had been betrayed by a Dark Lord, and were being turned upon and murdered by the very forces they had lead into battle. Acting quickly, Jandar saved as many of the Jedi as he could from their grizzly fates, teleporting the noble warriors to Valhalla. Plo Koon was one such Jedi. A powerful Jedi Master and respected member of their governing Council, Plo Koon was piloting a starfighter when his own wingmen fired on him without warning. Jandar snatched Plo Koon from the exploding wreckage, and instead of being engulfed by the cruel flames, Plo was much relieved to find himself on Valhalla instead. Plo and the other rescued Jedi unanimously agreed to help Jandar protect Valhalla's wellsprings, and they soon became a major backbone of Jandar's forces. Plo Koon has a calm demeanor and disciplined mastery of The Force, but his whirling lightsaber strokes and controlled bursts of mystical lightning make him a spectacular sight on the battlefield. Plo often fights alongside his friend and apprentice, the human known as Donovan. [figure used: (Star Wars) Plo Koon]

PRAEMUS (Currently Being Playtested - Card Subject to Change)
A trophy of Roman conquest abroad, Praemus began his life as a slave when he was still a mere boy. A decade of hard labor in the Empire's mines and quarries saw his limbs grow thick and powerful while his heart became cold and bitter. As acts of overt aggression against his captors becoming more and more frequent, fearful task-masters saw to it that he was quickly moved out of the rock-yards and into the arenas instead. Glad to be free of his shackles, Praemus embraced his training as a gladiator, and soon grew to relish the thrill of armed combat. In Valhalla, the anger he once vented upon Roman stone he now directs against Einar's enemies on the battlefield. Praemus weilds his war-hammer with unbelievable speed and fury, crushing armor and bone alike beneath the massive weight of its savage blows. Well aware of the power of his own momentum, Praemus rushes headlong into battle like the charging Rhinoceros of his distant homeland, and woe be to those who find themselves in his path. [figure used: (MageKnight) Cult Enforcer]

PRINCE GROVEK
When the Valkyrie General Ullar asked the Draconum of Feylund for a volunteer to join the Battle of All Time, they proudly answered the call. They held a massive tournament involving all of their greatest warriors, and their king's eldest son, Prince Grovek, was declared the winner. As his people's champion, he was entrusted with Draco's Hammer of Justice, the magical weapon of the most honored hero in all Draconum legend. Swooping into battle wielding his mighty hammer, Prince Grovek is awesome to behold. While Grovek's size and fearsome appearance intimidate his enemies, it is his dauntless courage and unwavering optimism in the face of staggering odds that inspire those under his command. More than once, Prince Grovek's powerful rallying cry has marshaled his forces into a rekindled assault and snatched victory from the jaws of defeat. [figure used: (MageKnight) Magna Champion]

RUNEMASTER VARKETH (Currently Being Playtested - Card Subject to Change)
Certainly the most enigmatic of Feylund's Draconum are the Runemages of Vylkraag Mountain. Living in a temple near the base of this active volcano, the monastic Runemages seek enlightenment through the study of ancient rune-scrolls. These disciples believe that a village once existed at the summit of the sleeping mountain, populated by Draconum who thought they could fly high enough into the sky to become gods. Angered by their arrogance, the Draconum mountain god Kraag summoned the fury of the living rock, erupting the volcano and destroying the village. (In fact, "Vylkraag" in the Draconum tongue means roughly "god's wrath".) As a means of both homage to Kraag and penance for the sins of their ancestors, all Runemages have forsaken their ability to fly. They adhere so strictly to this tenet of their faith that they will not even so much as glide with their wings, even to save their own lives. In exchange for remaining 'grounded' and in constant connection with their god's element, Kraag grants the Runemages extraordinary spellcasting abilities based upon their studies of the volcano. An accomplished adept can create lava-like fireballs, forge invisible shields as protection from the searing heat (and other threats), and even become the center of a massive explosion of volcano-like energy. It was only after a lifetime of study in the temple practicing these arts that Varketh attained the rank of Runemaster and was granted permission to leave the holy shrine. Rather than spreading Kraag's faith abroad to his people as a missionary, Runemaster Varketh elected to accompany his childhood friends Kriin and Zorn on their journey to Valhalla to join Prince Grovek. Varketh now uses his gift of magic to aid Ullar's forces in the Battle of All Time. [figure used: (MageKnight) Tena'Shachor] (Unit design inspired by ScreamingTruth's "Helmadark")

SINTI SWORD DANCERS (Currently Being Playtested - Card Subject to Change)
Graceful, mysterious, and alluring, these exotic gypsies are not a sight one would expect to encounter on the field of battle. Spirited away from the central European forests they called home, these nomadic clan-sisters were brought to Valhalla by the Valkyrie General Einar specifically for their 'special talents'. Proof that appearances can be deceiving, these meek and fragile looking dancers are in fact the deadliest of assassins. The Sinti exploit the sensuality of their traditional folk-dancing arts as a ruse to approach unsuspecting victims and lower their guard. Even if a target is aware of the assassins' intent, the Sinti utilize their catlike reflexes in dazzling spins, leaps, flips, and cartwheels to evade most ranged attacks while they zero in on their prey. Once close enough, the Sinti strike with blinding speed and surgical precision. It is rumored that even unarmed they can instantly dispatch any target, and can penetrate weak spots in the strongest of armor with pinpoint accuracy. When the job is done, the Sinti slip away as quietly as they came, nimbly eluding pursuers as they seek their next targets. [figures used: (MageKnight) Galeshi Knife Dancer, Steppe Ranger, Xandressan Diver]

SIREMA THE ANGEL OF MERCY
Sirema is known as the Angel of Mercy in Valhalla because her appearance on the battlefield is an almost certain sign that no blood will be spilled that day. Though she is a Valkyrie, Sirema is also a high priestess of Zo�, the Faerie Goddess of Life. Sirema believes in Jandar's cause of protecting the wellsprings, but her unwavering devotion to the sanctity of life prevents her from taking up arms against Jandar's enemies. Through the use of an ancient Faerie ritual called the Dance of Life, Sirema strives to render physical violence near her extremely difficult, and make killing virtually impossible. The ritual is complex and unpredictable, causing her intangible dancing form to flicker around the battlezone, seemingly at random. As she dances, anyone in her vicinity will find themselves both immune to harm and strangely unable to raise a sword or loose an arrow against others. The greatest power of Sirema's magic is that it eliminates the sway of both pain and death. Any warrior struck down while the Angel of Mercy is present is instantly revived. This miraculous process also temporarily clouds the minds of resurrected warriors, making them unsure of why they are fighting and even whom they are fighting against. In the ensuing confusion, combatants have been known to stop their attacks in mid-stroke and simply stand frozen in stunned disbelief. Sometimes, revived heroes even turn against their former comrades to defend Sirema and her allies out of gratitude. Often, Sirema's presence causes a stalemate on the battlefield that forces opposing commanders to resolve their differences by diplomacy instead of force, which is precisely the Angel's goal. Occasionally though, the ritual is disrupted before its completion and Sirema vanishes completely, leaving the injustices of war to free take their toll on the battlefield, weary soldiers consoled only with the hope of surviving to be blessed with Sirema's protection again in their next conflict. [figures used: (HeroClix) Storm + (MageKnight) Crystal Protector, modified & repainted]

SPECIAL AGENT CHEN (Currently Being Playtested - Card Subject to Change)
One of the most accomplished and dependable operatives in the agency, Special Agent Chen is well-known to every black-ops organization on Earth. With full access to all of the newest tech and best ordinance available, Chen was regularly assigned to difficult objectives beyond the scope of standard field agents. Her reputation as "the right woman for the job" is backed by a very impressive dossier, full of successful missions completed with emotionless efficiency and meticulous attention to detail. A custom-fitted suit of high-tech body armor allows Chen to infiltrate almost any environment, no matter how hostile, and her superb accuracy is the stuff of legend (...it's said that she's never missed a target yet). Unfortunately for Chen, an assignment to 'retire' an emissary from the Ministry of Djibouti en-route to a high-profile economic summit in New Avalon turned out to be a trap set by a rival corporation. Though she did accomplish her objective, the snare set by the competition proved too tight to escape, and Chen was faced with the imminent threat of early retirement herself. Vydar offered her an attractive contract extension package instead, with a change of theater to Valhalla. [figure used: (HeroClix) Callisto]

STASS ALLIE
Stass Allie was one of the Jedi that Jandar rescued from cruel betrayal in their home universe. Though Stass was severely burned when her vehicle exploded, the Valkyrie Kelda was able to restore her to health. Once recovered, Stass proved to be a remarkable healer in her own right; she can use her mastery of The Force to repair damaged tissue at a cellular level. Combined with her Force enhanced reflexes, she can speed from one side of a ravaged battlefield to the other in order to render badly needed aid to wounded allies. Enemies who mistake Stass for nothing more than a healer are in for a surprise, as her skills with a lightsaber make her more than capable of defending herself. [figure used: (Star Wars) Stass Allie]

STORMHAWK Mk7 (Currently Being Playtested - Card Subject to Change)
The Omnicron Mark 7 Stormhawk is a Soulborg with a very specific function on the battlefield: one single massive, crippling, pre-emptive strike. Using jump jets to quickly reach optimum firing position, the Mark 7�s sole purpose is to decimate the enemy�s ranks before they have a chance to properly deploy. Launching his entire payload of missiles at once, Stormhawk is capable of unleashing tremendous chaos upon an opponent�s front lines. After this alpha-strike, support squads of Omnicron Snipers are sent in to mop-up the remaining opposition. Stormhawk is also armed with a pair of small-caliber chain-guns, usable for short-range defensive fire after his primary missile racks have been depleted. [figure used: (MechWarrior) Lyza Helmer - Eyrie]

TANNETH DRAANUHN
Tanneth is a cunning and resourceful Jedi Knight from the planet Kim'Syd. He was in charge of a small team of Wookiee Commandos on a covert mission to sabotage the power generators of Battle Droids invading the planet Kashyyyk. When their planned approach route proved too heavily patrolled, Tanneth and the Wookiees were forced to skirt through a gloomy swampland forest that the Wookiees claimed was haunted. Instead of emerging near the target facility, Tanneth and his team stepped out of the forest and onto the battlefields of Valhalla. Discovered days later by Jandar's forces, Tanneth was shocked to learn of the betrayal and deaths of so many of his Jedi brothers in his home universe. But his resolve was strengthened when he was reunited with Ki-Adi-Mundi and Masters Koon and Allie. Convinced that it was the will of The Force that he avoided the Jedi Purge and found his way to Valhalla, Tanneth joined his companions in forming the new Jedi Circle in the service of Jandar. Tanneth's area of Force expertise is telekinesis; he uses bursts of invisible energy to knock down enemies, disrupting their formations and sometimes even injuring them. [figure used: (Star Wars) Jedi Guardian]

THUNDERHAWK Mk8 (Currently Being Playtested - Card Subject to Change)
The Omnicron Mark 8 is a walking weapon platform. Designed for long-range assaults, the Thunderhawk is equipped with massive ion accelerators as its 'arms'. These twin cannons fire particle beams that travel in a straight line at near the speed of light. Such bolts are unaffected by gravity or wind and lose almost no energy over extreme distances. The damage potential of this virtually 'line-of-sight' weapon is limited only by the Thunderhawk's visual scanners and targetting systems. Quite literally speaking, anything a Thunderhawk can see, he can shoot. The Mark 8 is named for the unmistakable sound produced when his particle beams are fired. Up close, the explosive roar of the cannons is deafening, but from miles away, the discharge is indistinguishable from the sound of rolling thunder. [figure used: (MechWarrior) Benj Malthus - Gyrfalcon]

WOOKIEE COMMANDOS
These towering shaggy warriors may appear savage and brutal, but off the field of battle they are actually quite intelligent, peaceful, and even timid. When angered, however, these gentle giants can fly into a berserker rage capable of pulverizing enemies with their bare hands. Wookiees are honorable, brave, and fiercely loyal to their cause once roused into action. Their iron will and determination is so intense that Wookiee Commandos have even been known to shrug off massive injuries to continue fighting, especially to avenge any other members of their honor clan that have already fallen in battle. [figures used: (Star Wars) Wookiee Commando, Wookiee Soldier, Wookiee Berserker]

ZORN THE DESTROYER (Currently Being Playtested - Card Subject to Change)
Zorn is a member of a Draconum religious cult that calls themselves 'The Destroyers'. Self-charged with being their people's last line of defense, the Destroyers are trained for combat from birth and imbued with a fanatical devotion to honor and duty. The Draconum militia only calls upon the ranks of the Destroyers in the direst of circumstances, but once unleashed, these zealots have never failed to hold their ground, even against unbelievably overwhelming odds. The unshakable belief that they are destined to save their people seems to eliminate the Destroyers' fear of death. Destroyers draw strength from their grim resolve, determined to survive until they know the battle is won. The closer they come to death, the harder they are to defeat, and this is especially true of Zorn. A well-known and highly respected member of his order, Zorn has survived more battles than most can remember. In combat, he enters an almost trance-like state, showing no emotion, feeling no pain, and knowing no concept of surrender. [figure used: (MageKnight) Possessed Draconum]


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