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earth_knight:start

Earth Knight

The smoking wreckage of the once-powerful G.U.A.R.D. mech, Laser Knight, sat for weeks after its defeat; the organization that commanded it could not risk forces to retrieve and repurpose what was left behind. When they could finally spare Defender X to assist, they returned to the battlefield only to find scattered bits and pieces of the wreckage. Laser Knight was gone. The radicals of the Green Fury had seen the blight caused by the gigantic weapons made by their corrupt government. They decided it was time the true stewards of the earth do what they do best: scavenge and reuse. Appropriating wreckage from battlefields all over the world, they turned the signs of their oppression into a true freedom fighter: Earth Knight.


Protectors - This model may be played in any list with the Protectors agenda

Faction - Green Fury

Model Type - Monster

Special Rules

Alpha

Defender - Enemy models do not roll Boost Dice when making attacks targeting buildings and allied units without Defender that are adjacent to this model.

Mechanical - This monster is mechanical.

Puncture - While this model is in play, allied Faction units' attacks gain Penetrator.

Righteous Fury - Once per turn, when any buildings are destroyed by an enemy attack, you gain one Power Die for each building destroyed.

HP SPD DEF High Mobility
12 ⇒ 7 5 9 No
Attack Type RNG Dice Weapons Rules
Brawl 6 + 4 Penetrator - When resolving this attack, the target model suffers -1 DEF, to a minimum of 1.
Shred - If this attack hits, the target suffers 1 damage point as a result of this attack if the number of strikes rolled for the attack exceeds the target's DEF by 3 or more.
Power 5 + 3

Hyper

Mechanical - This monster is mechanical.

Micromanage - While this model is in play, allied Faction units gain Double Duty. (A model with Double Duty can perform two difference Actions during an activation.)

Righteous Fury - Once per turn, when any buildings are destroyed by an enemy attack, you gain one Power Die for each building destroyed.

HP SPD DEF High Mobility
6 ⇒ 0 5 9 No
Attack Type RNG Dice Weapons Rules
Brawl 8 + 5 Beat Back - When this attack hits an enemy monster, after moving the target as a result of a power attack if able, you can move the monster hit up to two spaces in a straight line in any direction. During this movement, the target monster moves through and collides with buildings, units, and hazards in its path. The target monster stops moving if it collides with another monster.
Penetrator - When resolving this attack, the target model suffers -1 DEF, to a minimum of 1.
Shred - If this attack hits, the target suffers 1 damage point as a result of this attack if the number of strikes rolled for the attack exceeds the target's DEF by 3 or more.
Power 7 + 4

Strategy

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List Building

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Rules Interactions

earth_knight/start.txt · Last modified: 2023/05/05 05:05 by admin