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===Guardians=== Guardian Champions are cast in blue plastic. They gain +1 step on the victory ladder each time their banner gets removed as part of the end phase points accumulation. Guardians and their followers are typified by a need to protect their banner once it has been deployed and are therefore quite tanky. *'''Finvarr, Lord of Mirages: (Borderlands starter set)''' Finvarr is quite a forgiving champion to use; he is straightforward as a beginner champion with decent mobility, and who is able to still be useful in larger skirmishes. He and his followers play similarly to each other so there isn't a whole lot to take track of. Finvarr himself is likely to spend the game hogging a pocket of objective hexes since standing on them gives him +2 accuracy dice. Their primary attack loop is to cast void weapons to give themselves an extra damage dice, then use their vampiric weapons to restore wounds and keep them in play; even restoring dead followers without the need to constantly recruit more. Finvarr's other gimmick allows him to shunt friendly banners around, which isn't of much use in a small battle, but can be a saver in larger, messier games where holding objective hexes can be difficult with multiple champions vying for space. *'''Rhodri, Thane of the Forsaken Holds:''' It is a bit of a cliché, but Dwarves do make excellent defenders. Rhodri does exactly what you expect of him, he and his followers have protection 4 by default, with the option to increase it by +1 for an action. They are utterly immovable so long as the banner is down and they are close to it, so they can't be messed with. They only have a single attack so it's not going to get complicated. Rhodri's big trick is the ability to place his banner in the clash phase once per game, so he can steal a turn if he gets his activation at the end of the phase. The main downside is their low speed, even if they use a second action to move the extra hex, it's not a lot. In all likelihood they will be stuck in position and stay there for the duration of the game. *'''Helena, Inspiration of Hope:''' Guess what? Helena IS her banner, so that means no action spared in order to plant it down and no chance of it being cast down just by the enemy walking over it. The problem is that she is fragile with only four wounds, so a good smack can take her out. To keep her on the table, her Peasant followers have the ability to heal her for one wound each phase. Her peasants are quite weak, but they gain +1 dodge and protection while within 2 hexes of Helena, and with SIX of them, and the possibility of restoring up to three per turn ''(using Helena's "Rally the Troops" skill)'' they can make an effective wall keeping her safe and healthy. Helena also makes a good support Champion for other teams with large body counts, since her ultimate ability allows all friendly Champions to immediately restore their followers up to the maximum, which can massively turn the tide of a battle in a single activation. *'''Halftusk, Warden of the Stonekin Isle:''' The "tank" of the Guardians. Halftusk can heal two of his own wounds by using an action each phase, meaning it can be very difficult to drop him. He also has an interesting mechanic where his primary attack skill automatically allows a second attack as a bonus action, meaning he can throw out as much damage as some Maelstrom Champions. This is contrasted by the fact that his followers CANNOT cause any damage on their own but can pull banners and models from hex to hex. Halftusk's most interesting gimmick is the fact that his Froglodytes have the ability to enter objective hexes -something that is otherwise impossible for followers to do- and then supercharge their defences by adding +1 dodge and protection. Meaning that when Halftusk wants to defend his banner, he is absolutely capable of walling up around it and making sure that no-one else can waltz in and just knock it over. *'''Mournblade, the Soulless:'''. The "Anti-Slayer". Mournblade has got a lot of useful gimmicks that make him a bastard to take down, <u>especially</u> in larger games. For starters, he only has a wound score of 1, so any sucessful hit will probably take him out. However, his "Undying" passive ability means he's only worth a single ladder step when he's defeated rather than four, and he immediately rallies himself when any enemy (Champion or Follower) is knocked out. His followers can also rally him with one of their actions, so Mournblade doesn't have to waste an action when he has so many avenues for someone else doing it for him, he is going to be going down and getting right back up again multiple times during the game. If his allies happen to go down, he also has the ability to rally ALL friendly champions as a single action, while his only damaging attack automatically restores one of his Knightshade followers. Mournblade is the guy who just keeps staying at peak efficiency at all times. Additionally, those Knightshades also reduce the speed stat of adjacent enemies to zero, effectively soaking the aggro and nullifying characters who might rather be doing something else. His other great trick is that when he makes a claim action, he can place his banner up the three hexes away, which makes him a safe bet for keeping it safe. *'''Jaak, the Dubious Alchemist:''' [[Goblin]] [[Alchemist]], also an incredibly useful bastard. Like all Goblins, they have a tendency to invert the play order; Jaak and his followers do the most damage in the Plot phase, and are slower in the Clash phase. But thankfully he and his followers attacks all have a two hex range, so don't really have to worry about getting caught out of position as much. Jaak has two major tricks that make his really useful no matter what scale of game you play. This first is that he is a healer: so long as his banner is in play, after '''every action''' he can remove a wound token from a model within two hexes, and has the ultimate ability to remove a variable number of wounds to any number of champions/large followers within two hexes, then also healing them '''again''' because his passive still applies. Secondly, his followers are capable of playing hot potato with his banner. They are able to place it for him in the Plot phase, which is something no other follower can do, and they are allowed to reposition any friendly banners in the Clash phase. Both of these traits make him exceptionally flexible and an asset in larger games. His followers do the same thing as Sneaky Peet's and are more damaging but less accurate the more models there are in the hex, but they also gain added accuracy and damage so long as their banner is in play, they can even force enemy movement away from themselves and apply a speed debuff to keep them there, so there aren't really any issues there. His primary flaws are that he and his followers have sub-par speed and even lower protection scores. While he can buff both of his own using skill actions, his followers are always going to be easy pickings, so be careful of Maelstrom champions looking to take advantage of them for easy points. [[Category:Board Games]] [[category:Skirmish-Level Wargames]]
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