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===Shapers=== Shaper Champions are cast in green plastic. They gain +1 step on the victory ladder each time they place their banner as part of a claim action. Shapers are generally good utility characters, often coming with abilities that interact with objective hexes that give them more opportunities to place their banner. Their followers often come with gimmicks that are central to their playstyle. *'''Nia, the Crystalmancer: (Eternal Glade starter set)''' Nia is a great beginner champion with a wide range of useful abilities. She can steal boons from enemies and shift debuffs to them. Most of her and her followers attacks have respectable range, so she doesn't have to get stuck in a melee. Her primary gimmick allows her to sacrifice a quartzling follower and replace it with an objective hex. This gives her somewhere new to deploy a banner while effectively walling off areas against enemy followers who can't enter the new hex; truly "shaping" the battlefield. Her main weakness is a lack of mobility, since she and her followers have low movement scores, or are forced to travel in fixed directions. While she does get quartzlings back for free whenever the banner gets removed, the need to sacrifice units for her main style means it she is constantly low on manpower and is unlikely to win head on engagements. *'''Raith'Marid, the Rising Tsunami:''' A teleporting lizardman water monk who is very effective at playing keep-away with the enemy. His gimmick revolves entirely around his Splashling followers who on paper have zero damage potential and zero movement. Instead of moving, they are able to be "placed" anywhere within three hexes, which circumvents normal movement restrictions like obstacles and objective hexes. During his activation, Raith'Marid can then teleport to their location by removing the Splashling and gaining a choice of any boon in return, so he can be tailored for his subsequent action. It also pays to never bunch splashlings together so that Raith'Marid has movement options. The Splashlings other ability can push enemy models out of hexes, giving them the ability to clear spaces and keep enemies at arms length. Raith'Marid can also move objective hexes around, potentially closing off avenues of counter attack by enemy followers, or pulling the rug out from underneath enemy banners that he might be ''just out of reach''. In terms of damage potential, Raith'Marid is rather average, but it is his ability to choose where and how he attacks that makes him very useful. *'''Shayle, Keeper of the Oath:''' a unique champion in that he has no inherent damaging abilities and only one Follower; a mighty rock golem called Landslide. Shayle's abilities are very simple, in the plot phase he either buffs Landslide or shunts boons from enemy models onto friendly ones. While in the clash phase he [[Awesome|clears ALL enemy buffs entirely, without rolling to hit]] or debuffs their movement. Landslide does everything else, but instead of moving, he is "placed" for free every time Shalye activates so long as they remain in range of each other. This also means that if they get separated Landslide gets trapped in place. Landslide can move enemy models around quite reliably, he can also throw on a debuff to protection [[awesome|without having to roll to hit]] and has a very powerful boulder bash attack. If Landslide is defeated then he leaves an objective hex on the space, closing it off to enemy followers. The whole problem with Shayle is rather obvious, as his entire gimmick revolves around a single model that can only make one attack each turn. If he doesn't have allies he will easily get surrounded and overwhelmed so the decision of whether to use him or not utterly depends on whether you can take advantage of the positional play he offers and his ability to reliably flatten enemy boons. *'''Rattlebone, Prophet of the Ascended Past:''' an utterly frightening champion who does very little direct damage, but throws out blight debuffs as if they were wedding confetti. She also can also move boon and blight tokens more freely than Nia is able to do, and is even passively capable of moving them around every activation. Her hexlings can get free boons up to twice per phase but can't do any damage, so basically exist as moving stockpiles of boon tokens that will eventually get shunted off, while also throwing out their ''choice'' of blight every phase. Rattlebone makes the perfect support champion for those characters who could use the extra bit of help ''(eg: Morrigan)'', but can also royally fuck up any enemy strategy dependent on token placement ''(eg: Maxen, Luella)''. Her other unique ability can temporarily create two objective hexes in the clash phase, which isn't that great for scoring points considering most banners have to go down in the plot phase unless you can combo with some champions ability to move them around. Mostly it's a good excuse to further fuck with the enemy and close off vital attack routes they were thinking about using. *'''Styx, Lord of Hounds:''' a very effective shaper of the battlefield. He is relatively slow, but has a lot of special rules that allow him to do different things. Most of his abilities are about forcing enemy movement, or otherwise inconveniencing the opponent, and in many cases not even requiring anything to roll. In the Plot phase, he can move an enemy one space towards himself, and can also throw a protection debuff [[Awesome|that doesn't require to hit, as a bonus action]]. In the Clash phase he can simply lift an Objective hex one space towards himself, with all models on it. He only has one attack though, which is a respectable accuracy 5, damage 5, so he has a good chance of damaging everyone. His attack also imposes a damage debuff on a hit, which he is going to need because he only has a protection score of 2 so he is rather fragile. Styx's ultimate power simply knocks out any enemy model within two hexes, '''period'''. However he gains no ladder steps for doing this, so it is probably best kept for when you get into a situation you really don't want to be in. His canine followers are large, much like Keera's dragons. They have a curiously worded attack in the Clash phase which allows them to roll to hit three times; that means rolling four accuracy dice three times, and with each hit they get to add two dice to the following damage roll. They also have the ability to drag followers around passively at the end of their turn and can also cast down enemy banners, which is something that followers cannot usually do. When all put together, it means that Styx is capable of reshaping enemy formations at his whim, opponents such as Guardians, who depend on walling up around things will probably have a bad time. His weakness is that because he is pulling opponents ''towards'' himself, he is liable to generate a lot of aggro, so beware of Slayers who will welcome the chance to get up in his face.
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