Play test report from Montana with Damon, Jacob, James, and Joseph. Bellochar got six games of play tests.
Deepwyrm x4, Bellochar, Pelloth, and Chainfighters x2 (Marro Warriors in one battle instead of chainfighters)
Head to Head
My Drow vs Joseph's Axegrinders x4, Mok = Loss in a wipeout
My Drow vs Joseph's Axegrinders x3, Mogrimm, Migol = Loss in a wipeout
My Drow vs Joseph's Braxus, Greenscales x3, Marro Warriors = Loss in a close one
James ran the Drow vs Joseph's 4th Mass x3, Charros, Thorgrim = Loss in a wipeout
My Drow with the Marro Warriors vs Joseph's Arrow Gruts x4, Swog x3, Krug, Mimring vs Jacob's 4th Mass x3, Charros, Thorgrim in a three-way battle = WIN! Joseph and I ganged up on Charros and the 4th. After knocking out Jacob, my Drow rolled to victory.
300 points per player, fathers vs sons. Jacob ran Deepwyrm x3, Bellochar, Isamu and Joseph went with Thorgrim, 4th Mass x3. The Dads had me with Sneaks x3, Quorik, Tearik Drako and James with Migol, Mogrimm, Axegrinders x1. This was a blow out. The sons rolled to victory due mainly to the 4th and Jacob rolling hide in darkness with great ability.
Bellochar needs some tweaks. In all the battles he only got off two of his special attacks and rolled no skulls in both of them. He is a great support figure for the Drow, but still does not make them competitive. He falls far too quickly in head-to-head battles because he is the target. I think if we incorporate the Drider figure that provides some multiple turns with heroes and or a squad, Bellochar might be made better, but until then:
Range: 1 (changed from 5)
70 points (dropped from 80)
All friendly Drow and Arachnid figures that are within 4 clear sight spaces of Bellochar are considered to be on a shadow space. Bellochar is not affected by Shadow Cast.
CHATH SPECIAL ATTACK
Range 5. Attack 3.
Choose an opponent's figure to attack. Any opponent's figures adjacent to the chosen figure is also affected by Chath Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. (this will increase the likelihood of being able to use the attack)
HIDE IN DARKNESS (Good idea Kai, I'm going to include it to give him a chance at staying alive)
If Bellochar is attacked with a normal attack and at least 1 skull is rolled, roll the 20-sided die. If Bellochar is on a dungeon space, add 3 to your die roll. If he is on a shadow space, add 6 to your die roll. If you roll 1-15, roll defense dice normally. If you roll a 16 or higher, ignore all damage that would be inflicted by the attack.
This should be close. Thoughts before more play tests?