M2E+Scales+of+Justice

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 * Scales of Justice, Guild Totem (Lady Justice)**

=__Overview__= A buffing-esque Totem, the Scales of Justice serves to provide extra defense against Wp duels and extra card draw. While he isn't flashy, the Scales can have a profound effect on the game, depending on your opponent.

=__Mobility__= Slow Wk with an average Cg, not that you would really want to use it. Thanks to **Insignificant**, you won't be dropping Scheme markers with this little guy. All in all, walking is the only built-in way to move him around and get his Aura to the place you need it.

=__Offense__=

__**Bash**__ A tiny melee range combined with a terrible damage profile makes **Bash** a choice for the desperate last stands, even though you probably won't hit much with its Ml.

__**Tip the Scales**__ More useful as a buff than anything, **Tip the Scales** is a Projectile Attack that grants a target either a positive or negative flip (your choice) on their next duel. Thanks to an extremely low Ca combined with an amazingly high TN, you won't be getting this Action off without cheating in an 11+. A hail mary action.

=__Resilience__= Slightly below average survivability, even for a 3 Soulstone model, with 4 Wounds and far below average Defense. The Scales really cannot take hits. If your opponent decides to kill him, he will very likely die, and fast.

=__Utility__= The Scales of Justice is really just a utility piece. He is slow, flimsy and has no reliable mode of attack but he has some tricks up his sleeve to support his crew in subtle ways.

This is what you take the Scales for: a 6" Aura of +1 Wp to other friendly models. Great for protecting against Terrifying and other Wp-based effects. It's downside is that you need to be close to the action where the Scales is at risk of dying. It's therefore best for protecting ranged models.
 * __Made an Example__**

You can Activate the Scales and then Activate another friendly model within 6" as a Chain Activation. Giving Lady Justice a positive flip through **Tip the Scales** and then Activating her for the beatdown is a nice trick, if extremely hard to pull off thanks to **Tip**'s TN. That trick is usually best used on ranged models so they can circumvent Cover.
 * __Accomplice__**

The Scales' only Tactical Action, **Balance the Scales** allows you to draw a card if the opposing crew has more cards in hand than you. Probably the most common Action the Scales will be taking in a given game and good for refilling your hand after cheating. You need to spend an AP for this, so the Scales won't move around much if you capitalize on this.
 * __Balance the Scales__**

=__Tips and Tricks__= The Scales works best protecting some ranged models against long range Wp attacks (say, **Lure**) and Terrifying while drawing new cards.


 * Made and Example** has great synergy with Death Marshals: +1 Wp makes it easier to keep enemies in **Pine Boxes**.

If your opponent is very offensive with his cards, **Balance the Scales** can be hard to pull off. A neat trick is to activate the Scales early and take a **Defensive Stance**, thus dropping a card. Then, **Balance the Scales** for an instant redraw, probably exchanging your worst card for a better one.

=__Playing Against Scales of Justice__= With few Wounds and no Defense to speak of, the Scales is an easy target to take down. He should be a priority though if your crew relies mainly on Wp duels. For the most part what you'll have to worry about is **Balance the Scales** as he is not very offensive or defensive.

He is a very easy target for Make them Suffer if your opponent plays him too forward.

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