Green Team: Zig Flight School, Professor Barty
Vessel: The Bucktooth. The
Bucktooth is small aircraft carrier, capable of launching
just a few light aircraft. These flying machines are collectively
known as the Zig Flight School, but they are really just a
bunch of thrill-seeking aeronauts who sail the frozen seas
in search of adventure and mayhem. When the ice is too thick
to allow the Bucktooth to move, the Flight School takes off.
When the weather is too rough to fly, they return to the ship
and stow their planes inside. The crew of the Bucktooth are
looking for a better home base and would love to move their
aircraft aboard the Icebreaker, even if they can't get it
moving!
Strategy: Green is probably
the second hardest army to use, next to White. With an unpredictable
commander (Barty) and a low-block Mechanic (Darla) the winning
strategy is not always apparent. However, having two robots
(R-Dat and Steve) makes them formidable against any army that
relies on poison, and their Sharpshooter (Brin) is a one-man
killing machine.
Captain: Professor Chuck Barty.
Barty is a charismatic leader, but also completely insane.
Chuck is a short man, age 40, with short curly brown hair
and a powerful physique. He dresses in a parka decorated with
moons and stars, wears a monocle he doesn't need, and fights
with a magic wand and a trumpet. For some reason the crew
are happy to follow him, and he's incredibly effective at
getting them to do what he wants. And for a crew as varied
and strange as the Zig Flight School, that's no small feat.
Here is Barty's bio from the Deep White Sea rulebook:
The Thief: Professor Chuck Barty
takes the wanderers of this world under his care and teaches
them to fly. His ship, the Bucktooth, is home to the Zig Flight
School. This "school" travels between the frozen
island states of the world performing stunt shows and the
occasional petty robbery.
Four weeks ago, one of Barty's students spotted the ghost
ship. The Icebreaker would make a perfect launching platform
for his squad of aeronauts and robots. The only obstacles
were the gangs of scavengers who reached the wreck before
him.
Strategy: Barty has a little
bit of everything, so you can't ever be sure what you will
get. He has two Commands, a Shockwave, an Ice Storm, two Confuses,
a Jump, and a Hold. His shots are all useful, but only in
certain situations. He is fairly maneuverable, and thus versatile
if he can live long enough to get where you want him. With
no other Commanders, the only way to achieve this is with
a maneuver or a Repair.
Helmsman: R-Dat 28. R-Dat is
a slender robotic pilot who is in some respects a part of
the Bucktooth. Though he is autonomous enough to fight in
hand-to-hand combat, he usually stays on board the ship while
the Flight School is out running around. He doesn't have an
aircraft of his own and can communicate electronically with
the Bucktooth. In combat he fights with small laser pistols
and any incredibly heavy clublike object that's available.
He is thinner than a human, with exposed hydraulic muscles
and a tarnished blue finish.
Strategy: R-Dat is a little
bit of a Sharpshooter as well as a Mechanic. He has to omni
ranged laser pistols, valued 6 and 7, on his sides 7 and 8.
These shots, combined with his immunity to poison, make him
an excellent starter die. He has one Repair All and three
optional Repairs, and a block that falls off sharply in the
lower half.
Trainee: Brin Kelso. Kelso
is an eager young boy who can't wait to prove himself to Professor
Barty. He has been flying planes since he was very young and
is by far the most skilled pilot in the Flight School, although
when it comes to fighting he can be a little unreliable. The
rest of the crew still call him "trainee" to make
fun of him, even though he flies better than them all. Kelso
has a sandy brown ponytail and is very light of build. He
wears a unique, angular black flight helmet that's connected
to his jacket with tubes and wires, and has a powerful built-in
headlamp. His aircraft is an open-cockpit monoplane with floats
and tilting props.
Strategy: Brin is a great shooter with two omni ranged attacks
(Target Pistols) on his sides 7 and 8, and two Jumps on his
4 and 5. His maneuverability isn't great, and his blocks are
fairly low, but in the right position Brin can be deadly.
Mechanic: Darla Mendenhal.
Darla is a sassy and very cute blonde girl with a boyish haircut.
She is the ship's flight mechanic, and fixes all the airplanes.
(R-Dat fixes the Bucktooth.) She wears a one-piece blue work
suit under a thick overcoat, and heavy work boots. She almost
always has a grease stain on her cheek and a toothpick in
her mouth. Darla flies a tiny gyrocopter that's very maneuverable
but terrible in bad weather.
Strategy: With a Power-Up:
7, two Jumps, and an 8-point Laser Rifle, you'd expect Darla
to be worth more than 5 points. But, like her captain, she's
a little too unpredictable to be a perfect die. She's a decent
starter on her Power Up Side, but even on that side she's
only got a block of 6. With a low block and a mix of sides,
she's a hard die to use. But she's also the single most maneuverable
die in the set.
Pilot: Fat Robot Steve. Fat
Robot Steve is a large, glum, nearly indestructible service
robot. He is probably very old, but his memory only goes back
about 20 years. He thinks he was a butler-type servant, possibly
built for a resort hotel or a cruise vessel, and there isn't
another robot like him in the world. If he is really that
old, then he's been very well protected, because his parts
don't show much wear. He's not fond of people he doesn't know,
because he generally hates the human race for creating him.
He wears thick gloves and a samurai helmet he found on his
adventures, and is always complaining about the cold, though
in fact it doesn't affect him at all. Fat Robot Steve flies
a unique amphibious rocket-like aircraft of his own design,
which can, among other things, punch through thin ice and
go for long stretches underwater. Of course, only a nearly
indestructible robot could pilot such a plane, which makes
Fat Robot Steve the only qualified pilot.
Strategy: Like it says in the
rulebook, Fat Robot Steve should probably be immune to everything,
but we didn't have a color for that and it sure wouldn't be
fair. Steve has massive blocks instead, running from 12 to
6, and massive short-range hits in the same range. His three
Hold sides make him more useful as a support die, however,
since Hold by itself won't do you any good. One tactic with
Steve is to throw him first, then use him alone as long as
he's on an attack side, and bring in another shooter (like
Brin or R-Dat) when he gets to a Hold.
White Team - Blue
Team - Orange Team -
Burgundy Team
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