Saturday 4 August 2018

Lexcorp

Wow! Okay, so my last blog was my most viewed ever.  Thank you all the Empire folks who read it.  I'll show off my loot soon, I promise.  Anyhoo back to the usual stuff.

I've taken my first foray into Organized Crime for the Batman Miniatures Game.  I went with one of the biggest criminals in the D.C Universe, Lex Luthor.  Basically I wanted a more elite gang then my usual joker and Scarecrow swarms.

My lighting is a bit shit again, apologies.


Lexcorp Trooper 1

This dude is a face beater.  His close combat master ability and reinforced gloves are going to hurt.  I'd personally use him for hunting henchmen.  With his medium armour and cybernetic traits mean they're unlikely to hurt him back.  Just watch out for guns.  For extra trolling give him a jetpack.

Lexcorp Trooper 2

This fellow has an energy sword.  He is your can opener.  He always damages on a 3+ and you need to make two successful block rolls to block his attacks.  He's even got the follow me ability to give his buddies a little speed boost.  I'd use him again for hunting henchmen, but I'd also try throwing him against sidekicks, free agents and leaders to get them burning through their defense points.  Or combine him with trooper 1 and between them they should do a fair bit of damage.

Lexcorp Trooper 3


This one is the gunner.  His gun is a beam weapon, unfortunately he can't pick up more ammo, however enemies will find it harder to make those ping rolls.  It also gets round the bulletproof vest rule.  He only has three shots (or four if you buy him a magazine) so use them wisely.  The best thing about him is that his gun has the push rule.  I'd buy him a jetpack and have him shoot enemies off buildings.  You could also push targets into the open so you can shoot them with the next guy.

Lexcorp Heavy Trooper.

This is your murder machine.  He's a bit squishy, only 6 endurance.  But like the other troopers he has medium armour and cybernetic.  Guns are his enemy, shoot them first.  He's also worth an extra victory point to your opponent if they kill him.  He's decent in melee, damages on a 3+ and has reinforced gloves for the double stun damage.  He excels at shooting.  He's got a four shot two blood gun that he can fire three times a game (four with a magazine).  It's a beam, so no reloads for you, but is harder to hide from and shafts those bulletproof vests (screw you bane mercs).  His gun is also assault 2, which means if he moves he gets to shoot twice instead of the usual once.

Alexander Joseph Luthor

I'm pleased that I managed to pull off a white suit (it's not actually white, shhhh don't tell anyone).

Lex is not a fighter, he's actually quite squishy.  He dicks around with people with his plethora of rules.  He is worth an extra victory point if removed as a casualty, but gains an extra special point to make up for it, and boy are you gonna need it.  He can move enemies with goad.  He can prevent enemies using special counters with intimidate, this shuts down the likes of Scarecrow and Poison Ivy.  He can hire henchmen with the Cop trait, so that'd be more guns then.  He has an energy field that gives him a 5+ save against ranged attacks.  He cancels one of your opponent's strategies.  He himself gains two extra strategy points.  His kryptonite fucks over kryptonians (as it should do).  He gains an extra take the lead counter from Mastermind.  Friendly models with 8" get to reroll will power rolls.  And finally he gets an additional $500 funding when configuring your crew. 



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