• ARS Emancipator, Chicom Warship [Atlantic]
Starship – Imperial
Weapons – 8
Armor – 3
Systems – 8
Staff: Gold, SilverAt the start of each combat involving the ARS Emancipator, you may reveal the top card of your draw deck. If the twilight cost of that card is lower than the Emancipator's systems, you may discard it to make the Emancipator weapons +2.
Remember: Systems is -1 for each card the ship bears. So, with staffing requirements onboard, the Emancipator has a maximum Systems of 6. With a few weapons here and there, sensor probes, a couple conditions... the systems starts to drop quickly. Still, it shouldn't be too difficult to keep the Emancipator in fighting condition, as long as you pile up stuff like your Enforcement Fleet (below) on other ships, so the Emancipator should be going into most battles with Weapons 10, so long as you can bear to discard that card. If needed, you could always pull back Shadow cards with Hakel, Conspiring Admiral (see Aug. 13th post).
Enforcement Fleet [Atlantic]
Condition – Starship
Weapons +1
Must be equipped by an [Atlantic] starship.
Limit 1 per ship.
Maneuver: If the equipped starship has systems 2 or more, exert X staff to place X wounds on minions. Discard this condition.
The Fleet had arrived to destroy or capture the pirate nest. Whichever was quicker.Here you want to keep a fair balance on your ship: Enough staff to make the card useful in a pinch (too many minions gunning for your hero!) while not completely depleting your starship's system capabilities. Remember that the condition itself cuts 1 systems, and there's weapons to pile on each ship, too. But we'll get to those later.
The Peacekeepers are a group of high-ranking military officers, whose loyalties lie not with any particular nation within the Atlantia, but to the High Council. Sort of international SpecOps forces.
A reminder: the number of uniqueness
dots indicates how many copies of a card may be in play. One dot means unique, and only one copy. Two and three
dots are semi-unique, and are two and three copies, respectively. No
dots is non-unique, and there's no theoretical limit, besides the fact that you're still limited to four copies in your deck, so realistically, the limit is four in play.
•• Atlantic Peacekeeper [Atlantic]
Companion – Man
Strength – 6
Vitality – 3
Rank – Silver
Guard - [Atlantic] 2 (While you can spot another [Atlantic] companion, this companion is strength +2.)While staffing a starship, that starship is weapons +1.
Maneuver: Exert this companion to transfer him from a starship he is staffing to the Company. Each Shadow player may take a card into hand from his or her discard pile.
"‘I thought you said the Peacekeepers weren't supposed to show up for another two hours?'"This guy is nice, because he can jump into your company during the maneuver phase (so long as that doesn't violate the rule of 9; companions killed from the Company count towards the rule of 9; Companions killed staffing a starship do not, so you might actually have 2 separate dead piles....)
•• Peacekeeper's
Armor [Atlantic]
Possession –
ArmorBearer must be an [Atlantic] companion.
Bearer cannot take more than one wound per skirmish.
While bearer is Atlantic Peacekeeper, each time he wins a skirmish (or, while staffing a starship, each time that starship wins a combat), you may add
to remove a threat.
And here's another way to get rid of them nasty threats, though potentially a bit dangerous in and of itself, depending on the circumstances. If you've still got combats or skirmishes to go, do you really want your opponent to have the extra twilight? Maybe not, but sometimes it;s better than having another threat about to drop when your "pincushion" character finally bites the dust.