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<  Villain Tactics  ~  SISTER BEDLAM LVL 1 SCIENCE

PostPosted: Tue Jul 14, 2009 3:47 pm
User avatarMinister of PulpPosts: 2027Location: Street FightingJoined: Thu Aug 02, 2007 5:13 pm
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NAME: SISTER BEDLAM

SUBFACTION: NONE

FUNCTION: SUPPORT/HEALER/INDIRECT DAMAGE DEALER

BRIEF: Sister Bedlam is one of those Villains that you usually will start building your Team from. She is just too universal to leave behind, while still excelling in some areas. When your looking for a Level 1 that balances reasonable survivability with support and offensive Actions, she is your choice. If your looking for a specialist solo, give Sister Bedlam a couple days off.

POWERS: Bedlam is effective in combining at least one of her Exclusive Actions in every Round with Movement or Movement and a basic Strike (her :STR 4 is nothing to sneeze at especially when coupled with Aftershocks 2).
She may either hang in the back behind the bricks and brawlers and pick powerful targets with bleeding or get stuck in the combat and find right targets for Pain Chain.

Pain Chain is a one nasty Action. Especially that, if you are a true Villain, you may send a lowly Minion at a hostile Level 3 and cast Pain Chain on the helpless ally. Bedlam will deal on average 3-4 points of Damage to you ally and 2-3 to the toughest Supreme like Dead Eye! Remember to use it carefully, if there is no enemy eligible as the second target, Pain Chain may hurt your allies.

Heal-Kill is the cheapest way to keep your allies running. But there's a price if you are unlucky - make sure there is at least one lowly henchmen around to pay it!

Pain Link may be a very credible strategy to justify having Bedlam on the team. Use it early on, possibly in the first Round and keep Bedlam 4 inches behind your biggest baddies who will deal a lot of Damage in Base to Base - she will be just in the Range to "reap the Damage" and far enough to get badly hurt before the cavalry arrives.

Bleeding is self-explanatory: attack the big guys with everything you have. In case of lucky rolls, the direcy Damage will make you happy. In case of failures, you will just need to be patient and wait for the next Round.
Remember that Aftershocks from various sources don't stack - no point in attacking the same target with Nuke and Bedlam as they will only compete whose Aftershocks are better!

WEAKNESSES: Even defensive statline on the human level ( :DEF :AGL :SPT ) will often result in Bedlam being attacked by anybody in vicinity, including Minions. When Bedlam is on her own, she won't last long as many of her Actions draw on the acting powers of other models. She relies on other models finishing what she has started, so for small (Level 3-4) Encounters, you will be better off taking Gentleman or Francis Gator.

SYNERGIES: Sister Bedlam's most obvious synergy is with... the First Aid Kit Resource, so make sure to bring it to the battlefield with her.

She likes to operate with lots of Minions around, who can soak up some Damage but also deal massive amount of hurt thanks to Bleeding. That's why any Team led by Mysterious Man is her natural environment.

Bedlam likes to hang around Rook, who will allow her not only to get near enough to use her Actions but also grant 1 more AP, effectively enabling Bleeding+Pain Link combo.
Nothing better than you enemy suffering 6-8 Damage points from Aftershocks which later on get used as a medicine for your Supremes in the aura!



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PostPosted: Tue Jul 14, 2009 5:05 pm
User avatarHeraldPosts: 937Location: Burlington, Vermont, USAJoined: Sat Oct 04, 2008 4:55 pm
Nice summary!



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PostPosted: Tue Jul 14, 2009 8:40 pm
User avatarMortalPosts: 30Location: Santiago, ChileJoined: Tue Aug 28, 2007 6:24 pm
Thanks for all the data!

(here and on TGN)

I'm looking forward for the new releases and previews :D


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PostPosted: Thu Aug 26, 2010 11:48 pm
MortalPosts: 34Location: Atlanta, GaJoined: Tue Aug 10, 2010 9:29 pm
So, just to confirm:

With Bleeding, every time an attack hits and does no damage OR misses the target, it suffers a cumulative aftershock?



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PostPosted: Fri Aug 27, 2010 3:36 pm
User avatarGuardian of PulpPosts: 2139Location: Maine U.S.A.Joined: Mon Sep 17, 2007 6:52 am
NO!

With bleeding running you take damage when an attack FAILS to do damage. So say you hit Iron Train with Bleeding. Then send in a horde of minions with :STR or :ENG of 2. Maybe 4 Hired guns, and 3 BOOM minions for example. That could be 7 attacks that will fail to inflict damage on the :DEF 6 Armored Iron Train. So either Iron Train fails his rolls and takes damage or he makes his roll, and take 1 damage per attack from Bleeding.



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PostPosted: Fri Aug 27, 2010 11:36 pm
MortalPosts: 34Location: Atlanta, GaJoined: Tue Aug 10, 2010 9:29 pm
Wow, so it is a win-win! He either takes damage or he takes bleeding, aka 1 damage for next turn for each attack? HOLY MOLY!

Curse her for not being Necroplanar!



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PostPosted: Sat Dec 10, 2011 11:47 am
HeroPosts: 268Joined: Mon May 23, 2011 1:11 am
With Sister Beldam's Bleeding power, do the opposed rolls that don't cause damage have to be ones that would have caused damage had they have been successful? i.e. Can you have minion with Target Aquired shoot a Bleeding model and cause Aftershocks regardless of whether the roll is sucessful or not (as the opposed roll never causes damage)?


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PostPosted: Sat Dec 10, 2011 2:50 pm
User avatarGuardian of PulpPosts: 2139Location: Maine U.S.A.Joined: Mon Sep 17, 2007 6:52 am
Technically it says ANY Opposed Roll that doesn't do damage so I think you'd be fine. First time we've considered this... But yeah go by the wording on the card and you're good.



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PostPosted: Sat Dec 10, 2011 3:19 pm
SidekickPosts: 63Joined: Wed May 25, 2011 4:37 am
Awesome news. This might just be the only possible way to bring down the rampaging, blind Minotaur of Ulthar!


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PostPosted: Sat Dec 10, 2011 3:26 pm
User avatarGuardian of PulpPosts: 2139Location: Maine U.S.A.Joined: Mon Sep 17, 2007 6:52 am
That would work ok on Taurus, his invulnerable 2 stops a LOT of damage. Of course Taurus is also vulnerable to being Knocked Down... just saying.



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