Burgundy Team: The Jet Black Clan ("Jax")
Vessel: The Orpheus. The Jet
Black Clan, known as the Jax, are pirates who sail the frozen
seas to plunder and kill. They are interested in exploring
the Icebreaker, but they are just as interested in destroying
it. The Jax don't really have a leader, and wouldn't know
what to do with the Icebreaker if they had it, except possibly
blow it up. The Orpheus looks like a simple, non-threatening
cargo vessel, but it is home to a swarm of fast-moving craft
including snowmobiles, jet boats, and motorcycles. The Jax
use these faster vehicles to surprise and overwhelm an enemy.
Strategy: In terms of complexity,
the Burgundy team is probably in the middle of the five teams
in Deep White Sea. They are a team of soloists, so there's
not much communication or support between them, and you may
find yourself relying on one or two dice for the better part
of the fight. But which dice you choose will probably depend
on whom you're fighting against.
Captain: Valentine Ross. Valentine
Ross is sorcerer who can control his enemies as well as his
allies. He looks ancient, older than his years, and wears
a monocle and a short white beard. He dresses in a hooded
black cloak and wields a long spiked chain. Ratt is the oldest
member of the Jax, and sometimes the other pirates defer to
his leadership. But no one is really the captain of this ship.
Ratt drives a slender red snowmobile with a sidecar. Here
is Valentine's bio from the Deep White Sea rulebook:
The Scoundrel: Commander Valentine
Ross commands a splinter group of the Jet Black Clan,
also called the Jax. His team of brigands was the first on
the scene of the Icebreaker, and after looting its upper decks
for all the supplies he could carry; Valentine is now in the
process of scuttling her.
As the first on the scene, Valentine has a legal claim to
the Icebreaker, and can do whatever he wants to the ghost
ship. He'd have better luck sinking her if all these boats
full of do-gooders and mama's boys would leave him alone.
Strategy: If you want to start
with Valentine, put him on his side 7. It's an omnidirectional
7-point Firestorm, with a block of 9. If anybody shoots him,
assuming they don't damage him, he moves to a Command, which
is where you want him in a couple of turns anyway. (From there
he has a block of 7 and damages to another Command.) Valentine
has only two Commands, so he's not a great Command die. But
his mix of fire and ice spells makes him a pretty good Wizard.
Engineer: Henry Wail. Henry
Wail is a sharpshooter and engineer. He is the chief mechanic
aboard the Orpheus. He fixes the other pirates' vehicles for
money. Henry wears a dark gray helmet with a grill over the
face, and carries two sniper rifles and a semiautomatic handgun.
He wears a thick photographer-style jacket covered with pockets
that filled with ammunition and tools, and perhaps a grenade
or two. He rides a black motorcycle with studded tires.
Strategy: Henry is an awesome
sharpshooter with a ranged omni 8 (Sniper Rifle) on his side
8. Despite low blocks and no jumps, this die is an awesome
shooter with a ranged attack on five sides and Repairs on
the other three. With no Repair Alls he's not much of a mechanic,
but they can certainly come in handy when his Battle Robot
is in trouble. Both Battle Robot I8U and Golo have such awful
maneuverability that it's sometimes up to Henry to get them
back on their feet.
Wizard: Crysis. Crysis is a
savage fighter and a powerful magic user. She fights with
a ten-foot bullwhip, and uses support magic and ice magic.
She is a sleek brunette in an orange biomechanical power-assist
suit. The suit has external hydraulics which she can engage
to give her extra strength in the arms, legs, and body, making
her able to lift incredibly heavy objects, albeit a little
slowly. Because of Crysis' ice magic, she's immune to fire
attacks. She travels on a fan-driven sled that can become
airborne by deploying a parachute-like sail.
Strategy: If you are starting
with Crysis it's hard to choose between her Power Up 6 and
her Omni Freeze. She's also got a Jump and a couple of Backstabs,
making her almost qualify as a Wizard / Assassin. But her
best feature is her immunity to red, which makes her the best
choice to throw against anyone relying on lasers and fireballs.
Battle Robot: I8U. Battle Robot
I8U is a miniature autonomous tank built by Henry Wail. It
is a small, wedge-shaped robot with treads and a set of forward-facing
guns. It moves slowly, turns badly, and is very hard to kill.
Strategy: While the Battle
Robot has a huge average block, it has abysmal maneuverability
and damages itself every time it moves. What's worse, the
die will never change facing more than 60°, meaning that
it has a 120° blind spot for the entire course of its
movement track. (This blind spot can be moved if the die is
struck or repaired, of course.) On the upside, Battle Robot
I8U is immune to Poison, has huge blocks (they run 14 to 8)
and has some pretty decent attacks on the high sides, including
a 6-point Machine Gun on side 8.
Fighter: Golo. Golo is, as
far as anyone can tell, dead. He looks like reconstructed
corpse, complete with stitches and scars, heavy thick-soled
boots, and extremely pale skin. He's about seven feet tall,
wears a blue rubber body suit, and carries the most awesome
rifle in the game. It's an adjustable-spread Fragment Gun
with a huge dial on the side and a spotlight on the front.
It also shoots fire, ice bombs, and a net. Golo seems to be
the result of a strange experiment, but no one really wants
to ask him where he comes from. He rides a very loud and dangerous-looking
three-wheeled chopper.
Strategy: Golo is a typical
heavyweight fighter, except that instead of basic attacks
he's usually shooting some colored attack. He's got a great
string of shots, from a 9-point Fragment Gun on his side 8
to a short-range 6 on his side 2. Along the way are ranged
and all attacks in fire and ice, and fairly good blocks. Golo's
maneuverability is terrible, in some ways worse than Battle
Robot I8U, because every move takes him to a lower side but
not always the next lower side. Like the Battle Robot, Golo
can't move off his side 1.
White Team - Green
Team - Blue Team - Orange
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