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====Light Myrmidons==== *'''Aspis:''' Your light myrmidon tank. Phoenix Field combined with Shield Guard means that the Aspis will be good for bodyguarding solos or your warcaster, and it's reasonably competent in melee. Situational, but if you build your list correctly it can be very useful. Can be used to screen troops, but isn't quite as useful as the Griffon since it doesn't threaten as much damage and its ARM is a bit lower. *'''Chimera:''' Arc node with decent melee capabilities. All of your light myrmidons are fragile, so this isn't anything new. Most of the time, you'll want a Phoenix instead, but this guy can be situationally useful. *'''Gorgon:''' Has a basic light Myrmidon statline. Force lock is THE REASON why you take this guy, and has some beautiful tactical applications. Rob a small unit or solo of their movement, or pin a big 'jack or beast in place for a heavy to attack next turn. Stall solos, pin down warcasters, slowing units, force the enemy to break formation. The polarity cannon now imposes a speed penalty, and those no longer affect charges. However, the Gorgon still makes it possible to lock down lanes with good placement. *'''Griffon:''' Take two if you're taking any. Great for Jack Marshals, relatively durable, and they do good damage on the charge. Try to avoid dropping Focus into them if at all possible: but do keep in mind that even one Griffon in a group of infantry will drastically increase the survival rate of the little guys. Even though the Griffon is considered a cheap and fragile jack, just one of them can still take more punishment than an entire unit of Dawnguard Sentinels and still be a threat. *'''Siren''': A light Vyre warjack, but in terms of role, think of it as a “medium” warjack. The Siren hits relatively hard for a light ‘jack, and further has blessed and magic weapons to ensure that it hits hard. It has an ability to spend focus to not suffer a damage roll from an attack, which makes it able to negate that one big hit, but requires you camp focus. It’s only once a turn, so never camp more than one. It’s gun is a moderately powerful and decent ranged attack that can take over a model it boxes. Overall, the Siren makes for a good mid range combat ‘jack. *'''Harpy''': This...is an odd model. It has the same pillowy fists you expect from retribution, but also flies. It has a lighter ARM, but actually decent MAT and RAT. It’s gun, the wind flayed, is decent range and POW that fires twice and pushes back. Relatively cheap with some OK support, but don’t expect it to rake in kills. =====Character Light Myrmidons===== *'''Moros:''' Moros is Garryth's personal 'jack...and it shows. On it's own, it has Pathfinder and Stealth and can spend focus to get faster. It's ranged weapon basically makes it's target unable to do much and drops its defense to a set 5. When paired with Garryth, it gains acrobatics, making it able to charge right over friendly lines.
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