Spotlight on Harrier

harrierHarrier is a classic Supreme that has a lot to offer almost any Team line-up; mobile and surprisingly hard-hitting, she packs a (flying) punch!

A mutate from birth, Harriet Henderson later discovered that she was the sole successful product of a secret project to create super-soldiers. That revelation only followed tragedy however – the brutal murder of her parents after Harriet refused to be manipulated by an agent of the mysterious Sanguine into stealing a valuable painting. Things got rapidly worse as her entire life was erased from record. Desperate, as Harrier she confronted Sanguine in a fight to the death, only to learn later that he had survived their encounter. Today she is a lost soul, drifting through the shadowy world of Supremes.

harrier-page-002A level 1 Brawler, Harrier has Flight movement and simple but effective Actions. She has the basic Strike, a close combat Attack delivering a base Effect (FX) of Damage 1, with Damage 1 or Knockback 4 as Extra Effect (EFX) choices (helpful to remove models sitting on Objectives). Charm is a Combinable Instant Action offering Self/Defend 1 as FX and EFX; ideal if you think Harrier will be exposed to counterattacks after using Strike. Finally, she has Fly By, an Overrun with 6-inch range inflicting Damage 1 as FX, and Damage 1 or Fatigue as EFX. The Fatigue option is great for keeping Enemy models in place, mitigating Momentum and Bounding bonuses and allowing you to subsequently Target specific models with multiple Attackers.

Harrier’s Brawler Role bonus gets an extra boost from her High Ground bonus from Flight, meaning she will usually roll 3 dice on Attacks. This means she is best used aggressively with judicious selection of Targets (Level 1 Supremes except those on larger bases, and Minions are perfect Targets). This complements her personal Power which adds +1 AP to her Team’s pool each time an Enemy model is KO’ed; getting into protracted fights with high-HP models won’t earn additional AP very quickly, whereas a Fly By on a group of Minions can yield a fast return.

harrier-artHarrier delivers great utility for a lot of Team builds. Dead Eye, Dark Solar and Mysterious Man are natural choices for Leader as they can supply Power Up dice to enhance Harrier’s Actions, freeing her to make concerted and efficient Strike or Fly By Attacks. Xenobi’s long-range Taunting can be useful to bring models into threat range for a subsequent Harrier Attack. Harrier can add greater mobility to an A.R.C. force, and fill out numbers of Nature Supremes available for the Primate of Nature – Chosen of the Ape Spirit can give Harrier Strength and Defense 6, and Agility 7!


If you want to read Harrier’s story you can find it here (click for link).


If you think Harrier is just the supreme you need for your Team, you can find in the web-store here (click for link).

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Spotlight on Boreas

boreasBoreas is a Blaster specializing in manipulating scatter terrain for powerful attacks and board control.

The Demon of the Winds was one of the first Forgotten awakened in the new age, godlings of eons past reborn into a new age. While previously other isolated Forgotten were hunted down and returned to darkness as they emerged, in the late twentieth century they reappeared in greater numbers under Stygian’s guidance. Boreas’ return to the mortal realm was heralded by pain and death. Stygian soon realized that linked to a human host, the returned wind-demon could be anchored to the Earthly plane as an important agent of destruction, and Boreas has tormented Pulp City ever since.

boreas-page-002Boreas is a Level 2 Blaster, but one that offers area denial through his Actions. Whirlwind is a cheap (1 AP) Projectile Attack with 6 inch range offering debuff through Suppress 1 as base Effect (FX), and choices of Fatigue, Stun or Suppress 1 as Extra Effects (EFX). Next is Gale, Boreas’ primary Attack, a Throw (THR) with 8-inch range inflicting Damage 1 as FX, and Damage 1, Knockback 4 or Stun as EFX. As a Throw, Gale needs Objects to hand, but Boreas’ Host Power helps out here (see below). His final Action is Blood Wind, a big Pulse (6 inch radius from Boreas’ base) dealing Damage 1 and Shift 4 together as FX, and Damage 1 or Stun as EFX.

Demon Of The Winds is a simple Power, granting Boreas both Immunity to Displacement Effects (useful for guarding Objectives), but also Strong versus Flight. Host allows Boreas to use Gale on Objects up to 6 inches away, measuring range to the Target from his base. This creates a large zone of opportunity for Gale. With the Shift FX of Blood Wind, Fatigue EFX from Whirlwind, Knockback EFX from Gale, and Stun EFX from all three Actions, Boreas has a lot of options for area control, supplemented by Host freeing him up with Object missiles from over a wide area.

Boreas artBoreas offers excellent board control for Forgotten Teams. Stygian’s Gaze of the Gorgon offers excellent synergy with Blood Wind, as Shifted models will not be able to reposition in the same Round. Hellsmith’s Earthquake offers Fatigue as an EFX, complementing Whirlwind, isolating models and rendering them unable to move if subjected to both. Whirlwind stacks with Mr. Kraken’s Malevolence debuffs. Beyond Forgotten Teams, 100 Voices’ Terrible Voices or Green Emperor’s Dragon Coil also combine well with Whirlwind. Finally, Seabolt’s Go With The Flow offers Shift as FX, so works effectively with Blood Wind to move Enemy models away from Objectives.


To read more about Boreas’ return to the mortal realm go here (click for link).


If you want to add Boreas to your collection, you can find him in the web-store here (click for link).

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Spotlight on Battlesuit 7

battlesuit-7Battlesuit 7 is a heavily armored hero who successfully combined previously failed research and technology to give himself Supreme-level capabilities.

A severely injured but fiercely patriotic engineer, John Cole went to work for ONR after the Second World War ended. His primary work was to archive failed Supreme-development projects. Cole managed to salvage and combine unique components from several different assignments to create a personal battlesuit, impressing his superiors. Ultimately it was deemed too expensive to mass produce additional units, so Cole was instead allowed to pilot the armor. The armor was modified numerous times over the years, with a renaming in each iteration, and the current version is known as Battlesuit 7.

battlesuit7_def-page-002Battlesuit 7 is very useful Supreme, benefiting from two profiles with a mix of Actions and Powers: in Defensive mode, he is a Tank, and in Offensive mode, a Blaster. In both modes Battlesuit 7 has Power Strike, inflicting Damage 2 as basic Effect (FX) and Damage 1 Extra Effect (EFX). Next is Barrage, a 6-inch range Indirect Attack (which doesn’t need Line of Sight), with Blast 3 and Damage 2 as FX, and Damage 1 or Stun as EFX. Finally, in Tank/Defense mode he has Bastion, a Combinable Action providing Self/Defend 1 as FX and Self/Power Up 1 as EFX, boosting his defensive die pool. In Blaster/Offense mode he exchanges Bastion for Tank Missile, an 8-inch range Projectile adding an extra die from his Role Power, and delivering a mighty Damage 3 and Stun as FX, and Damage 1 as EFX.

battlesuit7_off-page-002Battlesuit 7’s two modes make for an adaptable, hard-hitting, and durable Supreme, giving his player increased tactical flexibility. The change between modes is handled through Shapeshift and both share the Modular Transformation Power, allowing him a ‘free’ Shapeshift once per Round. Defense mode adds Armored, allowing Battlesuit 7 to use Defense instead of Agility as non-Trump. Offense mode offers Overload, which gives an option to increase his AP Limit to 5 in both modes at a cost of being Fatigued and Stunned.

In a Supreme Alliance Team, Spybreaker can remove Battlesuit 7’s Stunned Condition acquired from Overload by using his Alliance Assemble Action. Perun (Cold War version) can further boost Battlesuit 7’s formidable defensive die pool with Stormwall, while Sabotage can use Multipurpose Grenade to add defensive buffs to Battlesuit 7, perfect for guarding Objectives. Outside Supreme Alliance and relying on Honorary Member, Dead Eye can remove Stunned as a similar way to Spybreaker. Rook can stack his AP Limit bonus in a Coven Team, potentially unlocking AP Limit 6! Finally, C.O.R.E. Genghis Khan can remove Fatigue from Overload through Digital Speed.


If you want to add Battlesuit 7 to your Team, you can find him in the web-store here (click for link).

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Spotlight on Bramble

sgx-1-brambleThis is the second of our Supreme Genesis Spotlights, focusing this time around on Andrew Campbell’s fierce forest warrior – nature’s avenger, Bramble.

Deep within Settler’s Green’s wild wood, Supremes gather. Heeding the Heartwood’s call, a slender female known as Bramble is one such who has responded. Bark and leaves intertwined into a humanoid form, foliage forges Bramble’s armor, weapons, and clothing. Joining the growing numbers inhabiting Settler’s Green, Bramble is an avenging spirit fighting for nature and opposing the spread of technology. Bramble’s links to Father Oak and Acorn, and mysterious Mother are not clear. But on occasion she has been seen around the city accompanying other Supremes unconnected to Settler’s Green.

bramble-page-002cropLike other Level 2 Infiltrators, Bramble generates enough AP to meet her own AP Limit, making her an excellent choice for almost any Team. Her first Action is Greenwood Arrow, a 6-inch range Projectile. Utilizing Bramble’s impressive Trump Agility 6, this Action inflicts Damage 1 and Stun as basic Effects (FX), and Damage 1 as Extra Effect (EFX). Next is Green Shade, an Aura creating a zone where Friendly models gain Stealth, ideal to shelter fast models able to move rapidly up the board. Bramble’s final Action is Little Children which allows her to Summon multiple Ash Trees; these provide a +1 die defensive bonus to Friendly models, and as Structures they can offer Cover bonuses if models are well-positioned.

Born From The Green is Bramble’s first Power; with this she is Fatigued and then she is placed in Base to Base (BtB) with an Ash Tree anywhere on the board (although dropping anything she is Burdened with); this can catch opposing models by surprise and allows fast redeployment to claim Objectives. Her second Power is Deep Roots which adds +2 dice to Bramble’s Greenwood Arrow Action if she is in BtB with an Ash Tree – this makes early use of Little Children very important to offer Bramble plenty of choices for movement as well as dice bonuses.

pc-bramblelrBramble naturally works well in a Settler’s Green Team, along with Father Oak, Acorn and future releases, as they benefit from her Ash Tree defensive bonus. As a Freelancer she profits from Dead Eye’s Power Up assistance and Chain Activations. Dark Solar is an excellent Leader option who can potentially supply a tremendous amount of Power Up dice through a game. Pair Bramble with Bigfoot for a very hard-hitting flanking force; she can also protect her ally through Green Shade. Use Honorary Member to take Bramble in a Nature-focused Ulthar Team to grant them defensive buffs through her Ash Trees.


If you think that Bramble can enhance your Team, then you can find her here in the web-store (click for link).

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Spotlight on Sabotage

sabotageSabotage is a Support Supreme able to handle herself in combat, making her an ideal choice for many Teams.

OSS-trained, Collette Moreau (code-named Sabotage) was a teenage Resistance fighter whose actions continuously hampered the Axis powers. Few would believe that one young woman could have been responsible for all the top-secret missions she successfully completed. When the war ended, Colette emigrated to the USA. Her citizenship was expedited in exchange for her joining the nascent CIA, becoming a top field agent. Her prior work in counter-espionage had ensured the success of the Llusk-Van Beek project, and this coupled with her successes as a CIA operative led Spybreaker to recruit Sabotage to his group.

sabotage-page-002Sabotage’s Actions offer various Attacks and buffing Effects. Precision Shot is a typical Projectile with Damage 1 as base Effect (FX) for 2 AP, until you get to its Extra Effects (EFX): Stun, Knockback 2 or Power Down 2 – ideal for debuffing a Target or removing them from scoring for Plots/Agendas. Neural Scrambler is also a Projectile, delivering a Special Effect which limits the Target to rolling 1 die for Mind or Spirit rolls until the Round ends and the next Starting Roll; great against who bring a Starting Roll bonus, or against Factions such as Necroplane and Forgotten. Finally, Multipurpose Grenade creates a buffing zone, with one of three Effects which can be chosen by Sabotage’s player to grant Stealth, Power Up, or Heal.

Sabotage’s first Power is Saboteur; this generates AP for her Team’s Pool equal to the first AP expenditure by the opposing player each Round. This will often be 1 or 2 AP, buts just as importantly it may delay your opponent using a powerful and expensive (AP 3 or 4) Action as his/her opening gambit in a Round. Her second Power is Intel which limits Enemy models to only using no more than 3 dice when Targeting Sabotage; this adds to Sabotage’s durability meaning she can be very hard to take down.

sabotagelrBattlesuit 7 can really benefit from Stealth through Sabotage’s Multipurpose Grenade (Smoke) if sitting on an Objective/scoring area, and similarly Arquero shooting from the backfield. Use Sabotage’s Multipurpose Grenade (Stim) along with E.C.T.O.’s Improved Analysis to quickly load most of your team with Power Up dice. Perun’s (Cold War Special Card) Stormwall can boost Sabotage’s defensive die pool to synergize with the cap on Attack dice against her. Sabotage can be useful in other Factions besides Supreme Alliance; in A.R.C. with Honorary Member, the Primate of Science can boost with Chosen of the Ape Spirit, hugely complementing her Intel Power.


If you would like to add Sabotage to your Team, you can find her in the web-store here (click for link).

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Spotlight on Aquanaut

aquanautOne of the Supreme Alliance’s mightiest members, Aquanaut adds raw physical power to any Team that recruits her!

Appearing during the early days of World War II, Aquanaut was first seen publicly demanding that the growing conflict ceased on the ocean waves. Her proclamation was ignored by warring nations who had no previous contact with Atlantis. Despite initial skirmishes with Heroes such as Sovereign, Aquanaut eventually came to join forces with the Supreme Alliance. As the only evidence of the mythical state’s existence, following the disappearance of Aquanaut and the rest of the Supreme Alliance, Atlantis has never been fully accepted as real by the nations of the world, increasingly dismissed as myth in latter years.

aquanaut-page-002Aquanaut is a very effective Level 2 Brawler, able to go toe-to-toe with even the toughest Tanks. Her excellent Strength 6 backed by her Flight-based High Ground bonus benefits two of her Actions: Power Strike and Trident Throw. Power Strike is a 2 AP melee Attack, inflicting Damage 2 as basic Effect (FX) and Damage 1 Extra Effect (EFX). Trident Throw is a Projectile with 4-inch range, with Pull 4 and Damage 1 as FX, and Damage 1 or Follow Up as EFX. Aquanaut’s other Action is Siren Scream, a 4-inch range Ray causing Knockback 4 as FX, and Self/Power Up 1 as EFX. Siren Scream won’t often trigger many EFX as it is non-Trump, but clustered low-Spirit models such as Minions make ideal Targets.

Aquanaut’s Powers are very much focused on using her in close combat, adding to her Brawler and Flight (High Ground) bonuses. Imperatrix Regina, gives an additional die bonus against models on larger bases (compensating against their Size Matters bonuses); this grants Aquanaut the capability to go hunting larger models including many Powerhouses, Tanks, and Brawlers. Vengeful Pride allows Aquanaut to retain a Momentum bonus if moving from Base to Base (BtB) with one Enemy into BtB with another Enemy. Aquanaut’s player should try to avoid attritional fights as her medium-value defensive Traits do not suit prolonged battles.

aquanautlrE.C.T.O. and Sabotage are great allies for Aquanaut, able to provide Power Up dice to help her deliver a lot of Damage quickly, while Spybreaker can do something similar through Master Plans (Power Up). Beyond Supreme Alliance, as a solid Brawler Aquanaut is a great choice for a Dark Solar Team. Dark Solar can also fuel her with the Power Up dice vital for delivering overwhelming Attacks. Leaders able to boost Attack die-pools are always a good fit using Honorary Member, for example, White Tiger, or Dead Eye or V.H. (the latter using their Faction Leader Cards).


If you think Aquanaut is the right Brawler for your Team, then you can find her in the web-store (click for link).

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Spotlight on E.C.T.O.

ectoA versatile Support capable of surviving in the thick of the action, E.C.T.O. can be useful in many Teams, not only the Supreme Alliance!

The product of his nation’s need for more Supreme military assets after the measured success of the Spybreaker program, E.C.T.O.’s origin is marked by tragedy. A retired masked hero once known as Dr. Techno, Dr. Alfred Thomas saw that his partner Dr. Van Der Beek had created an artificial man, the Engrammic Cybernetic Technological Organism, for his own dark purposes and not to deliver an army of Supreme fighting men. Dr. Thomas intervened, using Van Der Beek’s machine to transfer his own consciousness to the body and became entrapped, the lab destroyed as Van Der Beek fled.

ecto-page-002A Level 2 Support, E.C.T.O. brings offers surprising threat. His first Action, Phase Grip, is unusual because it is a Dynamic Action (T#) and not a Trait versus Trait Combat Action. Combat Bonuses do not apply, but if you can stack sufficient Power Up dice onto E.C.T.O. he can deliver a considerable blow with almost-certainty. Phase Grip offers Damage 2 and Stun as base Effects (FX) and Damage with Suppress 1 as its Extra Effect (EFX). Next is Throw, a standard THR Action (requiring Objects), with Damage as FX, and Damage 1 or Knockback 4 as EFX. Finally, Improved Analysis provides Self/Power Up 1 and Team Tactics as FX and EFX; Team Tactics grants a Power Up die to a Friendly Supreme within 6 inches.

Supplementing E.C.T.O.’s considerable Actions are his Powers. Phase Body allows E.C.T.O. to become Spectral at a cost of 1 AP. This Power also allows him to always affect Spectral or Non-Spectral models, which can be a very effective counter to the challenge that Spectral models present. In contrast, Hyper-Density allows E.C.T.O. to Fatigue himself for a +1 bonus to Strength Action Rolls (this includes Phase Grip!), and can stack with his Flight High Ground bonus for Throw; in addition, he gains Immunity to Displacement Effects until the following Effects Phase (perfect for sitting on Objectives).

ecto_smlE.C.T.O. is an ideal Support for Supreme Alliance; his Role Power and Team Tactics Effect both offer synergy with the Cold War version of Arquero, who benefits from being with 6 inches of a Supreme Alliance Supreme. As one of the Team’s heavy-hitters, Perun can always put E.C.T.O.’s Power Up supply to good use. Sabotage can use her Smoke Multipurpose Grenade to add Stealth to E.C.T.O., which coupled with Spectral can make him very hard to take down. Outside Supreme Alliance, Honorary Member makes E.C.T.O. a good Heavy Metal option; M.O.D.’s buffing Actions and Mini Hadron’s Repair complement him well.


If you would like to add E.C.T.O. to your Team, then you can find him here in the web-store (click for link).

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Spotlight on Spybreaker

spybreakerEmerging from the Cold War into Pulp City’s hour of gravest need, Spybreaker is the Leader who epitomizes the best of the best.

Spybreaker, America’s greatest Supreme hero, a man thought lost until the Supreme Alliance appeared in Pulp City during the Fall. The only survivor of highly experimental process that saw the sacrifice of dozens of the best and bravest, Spybreaker was a hero of the home front before taking to the front line. During the Cold War, it was while fighting against the threat of the Red Republik that Spybreaker and his allies vanished along with their foes, and a shadow fell across the greatest generation of Supremes. Returned, Spybreaker is ready to lead once again, a shining beacon to others.

spybreaker-page-002Spybreaker’s Actions offer an excellent mix of offense, defense, and Team buffing. Shield Slam is his Attack, a 6-inch range Projectile with Damage 1 as base Effect (FX); Extra Effects (EFX) are Damage 1 and Knockback 1 combined, or Extra Target 6. Don’t forget, there is nothing stopping Spybreaker using Shield Slam in Base to Base (BtB) for Momentum bonus. Alliance Assemble is a huge 10-inch Pulse which removes Stun and Suppress as its Special FX from Friendly Supreme Alliance models (but would not negate an Enemy Suppress Aura for example); providing Pull 2 or Self/Power Up 1 as EFX. Finally, Supremium Shield is a Reaction to being Targeted; its Special FX makes Spybreaker Immune to the triggering Action for the Turn (not the Round).

fcl_supremealliance-page-001While not the Leader with the highest Trait line, Spybreaker’s Powers compensate by granting incredibly useful buffs. Master Strategist provides a cumulative bonus to Spybreaker’s Starting Rolls (+1 Mind and +1 die); on Round 4 he rolls 4 dice with a Mind of 8. The Power also adds the die bonus to Alliance Assemble. Shield Supreme adds +1 die when Defending against non-Mind and non-Spirit Attacks, with Spybreaker and Friendly models in BtB getting the bonus. Finally, Supreme Solider Formula adds +1 die as attacker and defender (stacking with Shield Supreme), making Spybreaker an all-round fighter.

As a Leader, Spybreaker can choose 3 Leader cards each game to adjust how you want your Team to perform, and to best fit your Team selection. In addition, he gains his Faction Leader Card if your whole Team is Supreme Alliance. His Faction card allows him to automatically win the Starting Roll once per game, gaining one of each basic Master Plan; with his Master Strategist Power, the optimal time to use the card is probably Round 2, unless facing a Team with a very high Mind value.

spybreaker_smlMaking the most of Spybreaker’s abilities involves an all-Supreme Alliance Team, yet they still provide a lot of options. Arquero’s Supreme Alliance alt-card makes him perfect to provide backfield firepower. AP are vital for any Team to function, and Sabotage and E.C.T.O. are both excellent options as Support Supremes. Use Alliance Assemble after Battlesuit 7 has Stunned himself through Overload; this returns Battlesuit 7’s movement to Bounding, ideal for boosting his Power Smash. Lastly, the Cold War version of Perun has Stormwall, which stacks with Spybreaker’s Shield Supreme bonus (you can find the Arquero and Perun alt-cards in the web-store).


To read more of Spybreaker’s story go here (click for link).


If your Team needs Spybreaker, then you can find him in the web-store here (click for link).

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Spotlight on Twilight

twilightnewThis Spotlight looks at the new and improved Level 2 Twilight, as the masked assassin ascends the Coven ranks.

A mysterious assassin swathed in shadows, Twilight is a martial arts and weapons expert, and the Coven’s primary covert operations specialist. Her skills have been enhanced by minor voodoo charms which allow her to hide and travel through the spirit world. Today she has risen through the organization’s ranks to become the leader of its Strike Team. An orphan, Twilight underwent full mental conditioning while young. However, she has recently felt another calling, finding other kindred spirits, and her loyalty to the Coven will no doubt be tested. For now, Twilight leads a double life as she works for the Coven yet heeds White Tiger’s call.

twilightnew-page-002Tempered Shadow Fangs is Twilight’s primary Attack, a close combat Action dealing Damage 2 as base Effect (FX), with Extra Target 2, Damage 1 or Follow Up as Extra Effects (EFX). All her Actions feature Follow Up as EFX, allowing Twilight to immediately use another Action in the same Turn, creating devastating combos. Vanishing Shadow is a Reaction to being Targeted (declaration of Attack), with FX Self/Shift 4, and EFX Self/Power Up 1 and Follow Up (which can lead into Tempered Shadow Fangs before the triggering model can use its Action!). Finally, Display of Power is a 3-inch Pulse with Damage 1 as FX and EFX, and a Special granting Power Up dice to Twilight or nearby Friendly Coven.

As a Level 2 Infiltrator, and with her Reaction (Vanishing Shadow), Twilight can flank or operate in isolation with some safety. Her Swooping Shadow ability allows you to use her aggressively, giving a +1 die bonus when benefitting from Momentum. This stacks with her Darkness bonus against Living and Light (+1 die against each). In addition, her Field Commander Power provides a Leader card to the Team and allows Twilight to supply Power Up dice through the game, meaning she functions well on her own or with nearby allies.

twilight-artTwilight is affiliated with Coven and The Way, so naturally fits with either. Rook can boost Twilight’s AP Limit, allowing three Attacks in a Round. Using Twilight, Mambo can deploy as an Infiltrator. Papa Zombie can use Possession then Voodoo Training, effectively creating three Activations for your Team in a Turn, which can be maximized by Twilight’s Follow Up EFX. White Tiger’s Martial Arts Master adds an automatic buff to Tempered Shadow Fangs. Crimson Oni can use Flight of the Phoenix, allowing Twilight to double-team a target model. Finally, Red Bella’s Idol Points can further enhance Twilight’s Attacks.


You can read Twilight’s story here (click for link).


If you want to add the new Twilight model to your Team you can find her in the web-store here (click for link).

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Spotlight on Mourn

mournOne of the first vanguard of Necroplane Supremes to appear in Pulp City, Mourn has been screaming terror at his foes for many years.

A genocidal dictator imprisoned in the unforgiving walls of Hellrock, the one who became Mourn was broken by the tormenting calls of baen sidhe. His mind shattered, he was slowly transformed, imprisoned and surrounded by the flayed skins of many of his victims. When he was eventually freed there was an inextricable bond between this killer and those who had suffered at his hand, their hides forming vestments for his emaciated form. He drew power from the dead, joining the ranks of Tenebrous’ cadre.

mourn-page-002A Level 1 Blaster with Flight movement, Mourn can be surprisingly dangerous to unsuspecting opponents, but limited by 5 HP. Mourn’s first combat Action is Banshee Wail, an Indirect Attack (meaning no Line of Sight needed, although Limited to Living Targets) with 6 inch range, causing Stun as its core Effect (FX), with the choice of Power Down 1 (removing a Power Up die) or Fatigue as the Extra Effect (EFX) options. As a pure de-buff Action Banshee Wail is perfect for setting up victims for Mourn’s other Attacks or those of his allies. His second Action is Ssshred Them! This is a Combinable Action (so can be used in the same Activation as Banshee Wail), inflicting Damage 1 as FX and EFX, allowing Mourn to Attack an already hopefully Stunned model.

Mourn’s final Attack is Screams of the Dead, a Ray with range of 6 inches, meaning it can catch multiple models, and also Limited to Living Targets. Screams has an impressive FX of Damage 1 and Suppress 1, and EFX of Damage 1 or Suppress 1. While Mourn’s Action can leave him in a position to possibly be Attacked, his Power, Laughter of the Dead, can mitigate this; it inflicts Damage 1 automatically on Living models within 4 inches if Mourn is KO’ed, meaning Friendly Necroplane models are safe if triggered.

mourn-artA useful synergy is Feartigo, especially if Mourn and then later Feartigo (using Terror Bomb) are able to Target a low-Spirit Powerhouse as they can strip away the Target’s Power Up dice (great for use in Round 2 if timed right). Dr. Tenebrous, Doom Train, Sanguine or Night Fright & Leech can stack Suppress with Mourn, which is excellent for lowering offensive die pools. Xenobi’s Taunting can Pull models closer to Mourn, singling them out for Attacks. Use Mourn to Stun a Target before following up with a long-range attack from Gentleman; in fact, Mourn works well to set up Targets with the Stunned Condition, combining well with any subsequent Attack in the same Round.


Read here to learn more about Mourn’s descent into madness and rise into the rank of the Necroplane Scourge (click for link).


If you would like to add Mourn to your Team, you can find him in the web-store here (click for link).

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