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god_of_vemana:start

God of Vemana

Shaken from pole to pole, the world shuttered and roiled as the Ancient Ones and First Guardians’ God War raged on. Massive craters arose from their battles until the day they cracked the planet to its core. The earth-rending power released by the battling gods opened a fissure so deep that the planet itself was wounded. From her slumber, the earth mother, Vemana, was awakened, her gaze locked on the Queen of Ixmiqui, whose unnatural power had been stolen from the elements of the sun and lightning. Vemana fell upon the Queen of Ixmiqui like a landslide, knocking the Queen unconscious before continuing her rage.


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

Faction - Ancient Ones

Model Type - Monster

Special Rules

Alpha

Action: Ancient Power - If you make an attack that misses during your Unit or Monster Activation, this model can spend one Power Die to perform an Ancient Power action. Reroll that attack roll.

Action: Sacrifice - During your Monster Activation, this model can spend one Action Die to perform a Sacrifice action. Destroy one adjacent allied unit to restore one point of health to this monster.

Transmute - If this model hits an enemy unit with an attack, immediately after the attack is resolved, replace the enemy unit hit with a Faction unit with an equal or lower cost from your unit reserves.

HP SPD DEF High Mobility
12 ⇒ 7 6 8 No
Attack Type RNG Dice Weapons Rules
Brawl 4 + 4
Blast 4 6 + 4 Tag - If this attack hits an enemy model, after the attack is resolved, you can advance another allied unit within three spaces of this model up to its SPD.
Power 5 + 4

Hyper

Action: Ancient Power - If you make an attack that misses during your Unit or Monster Activation, this model can spend one Power Die to perform an Ancient Power action. Reroll that attack roll.

Action: Terminate - During your Monster Activation, this model can spend one Power Die to perform a Terminate action. Destroy an allied unit adjacent to an enemy monster. That enemy monster suffers 1 damage.

Transmute - If this model hits an enemy unit with an attack, immediately after the attack is resolved, replace the enemy unit hit with a Faction unit with an equal or lower cost from your unit reserves.

Wood Wraiths - When you spawn a Faction unit, you can immediately advance it one space.

HP SPD DEF High Mobility
6 ⇒ 0 6 8 Yes
Attack Type RNG Dice Weapons Rules
Brawl 6 + 5
Blast 5 7 + 5 Tag - If this attack hits an enemy model, after the attack is resolved, you can advance another allied unit within three spaces of this model up to its SPD.
Power 7 + 5

Strategy

Vemana is an interesting monster to play as she has a lot of tools to work with while still having a couple of shortcomings like being a pedestrian without high-mobility. Her kit revolves around using the Ancient Ones units to leverage an advantage with Ancient Power, Transmute, and Tag. Ancient Power also enables her or her partner to be more accurate during monster activations or more dice efficient as you can roll fewer dice for your attacks when you have a reroll available. Sacrifice is a nice tool to have to heal up from stepping into hazards or ensuring that your opponent cannot kill her on their next monster activation, but it probably won't come up every game.

In her hyper form, Vemana shifts a bit from being a support monster to being pretty aggressive. She keeps Ancient Power, so she can be very dice efficient. She also gets the incredible Terminate action which does a point of damage to an enemy monster for the low, low cost of 1 power die and an adjacent allied unit. She can often turn the tide of the game with a well-timed Terminate action, and she is also pretty good at chaining back-to-back monster turns with Ancient Power available, especially with the cloud of Ancient Ones units you are likely to still have on the map.

List Building

To get the most out of Vemana, you'll want to have a good core of Ancient Ones units to take advantage of Transmute. Fortunately, the Ancient Ones units synergize very well with each other, so taking a bunch of them pays out beyond just their interaction with Vemana. A good starting point is 2 Bramble Hunters, 2 Shamblers, 1 Lake Serpent, 1 Lake Witch, 1 Skull Bat, and 1 Skull Keeper. You can alter the numbers a bit, most commonly by adding a Skull Bat or adding/subtracting a Lake Witch, but you'll want to make sure you have quite a few as when Vemana gets in her hyper form, she gets the spectacular Wood Wraiths rule which allows spawned faction units to advance one space immediately!

Dynastavus is an excellent partner for Vemana. She has Penetrator natively, and she wants to bring several Cliff Hopper units which makes the list incredibly accurate with Sidekick. Often, Dyna will be looking to hit a DEF 6 or 7 when attacking a monster between Penetrator and Sidekick along with a reroll or two available from Vemana's Ancient Power and Fodder from the Shambler.

Rules Interactions

Transmute is not optional, so Vemana can have a hard time clearing unit screens as Swat attacks will leave a friendly Faction unit in place of an enemy unit.

You can reroll the same attack multiple times.

god_of_vemana/start.txt · Last modified: 2023/05/06 19:08 by admin