Avatar+Lady+Justice

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 * Justice, Guild Avatar of Balance**

=Overview= Lady Justice moves from being the biggest melee badass in play with some leadership ability, to a pretty decent melee fighter with some huge leadership abilities and very powerful spells.

She also gets an enormously huge sculpt when she manifests, that will make you a little scared to transport it. Seriously, Avatar Justice is just huge in size, and looks precarious but is actually quite sturdy.

=Manifesting= Manifesting Lady Justice mostly requires you to do the same things you would be doing with her anyway: killing enemy models in melee.

One Manifest requirement is to kill two enemy models in melee range while under the **Sword Style** spell. Lady Justice should be doing this anyway.

The other Manifest requirement is to give at least three friendly models the Cb bonus from **Inspiring Swordpla**y. This also involves killing an enemy model with a melee attack while within 10" of friendly models.

Remember, you can't meet multiple requirements from the same action. You should be able to meet all these requirements by beating down enemy models with Lady Justice. If she is within 10" of three friendly models, count it for the Inspiring Swordplay requirement to meet the requirements immediately. If not, count it as one of the two enemy kills while under the effects of Sword Style.

Either way, Lady Justice should be able to manifest around Turn Three or Four. Whether you want to do so is a more complex question.

Generally, pre-Avatar Lady Justice does better against large crowds of enemies, since she can Riposte them to death and avoid getting overwhelmed. Avatar Justice does well against single tough enemies, and can also help her Crew face high-Df opponents. Avatar Justice is also potentially quite good when the time comes to try to take down an enemy Master, since this is often quite difficult and plays into some of Avatar Justice's strengths. Avatar Justice can also make a big difference if her enemies make heavy use of debuff spells.

=Mobility= Lady Justice's base movement is a very slow **Wk/Cg 3/-**, but she has other options for mobility.


 * (0) In Pursuit** pushes Lay Justice 6" toward an enemy model, and gives two positive flips to most duels against that model. It is usually the best (0) action for her.

She can also transport other models (friendly or enemy) by burying them with Aetheric Shackles, then unburying them within 3" of her. This can be used to transport very slow friendly models up into the action, or to bring enemy models up close to Avatar Justice so she doesn't have to go to them.

=Offense=

Melee
Lady Justice's melee attack is not quite as potent as before, but is still quite frightening. She has a Cb 6 rams and a hefty 3/4/6 damage flip, with a positive twist on damage, and the Critical Strike trigger as usual. More than that, she can give herself two positive flips on Cb by using her (0) In Pursuit ability against the target beforehand.

She can't do Sword Style or Inspiring Swordplay anymore, but she still has plenty of other tricks to make up for it. Avatar Justice retains (+1) Melee Expert, so she'll always be able to spare some time to stab an enemy.

Spells
Avatar Justice also has several very powerful offensive spells, both damaging and debuffing.


 * (1) Even the Odds**: Does damage to an enemy model within 6" equal to the number of Wd suffered by a friendly model with melee range of the target. This friendly model can be Avatar Justice herself. You can choose which model. Played at the right time, this can cause massive damage. This is resisted with Ca, and if Lady Justice uses In Pursuit on the target first, she can get two positive twists on her own Ca check. If Avatar Justice or another friendly model is badly hurt, this can cause massive damage. This spell requires a 7 mask or better to cast, and is best when cast against a target with low Ca.


 * (1) Aetheric Shackles**: This buries a target model until they win a Wp->Wp duel against you during the Closing Phase. You can quickly take out a very powerful target with this, but you may want to use it later in the round, or plan to cheat up and spend a Soulstone on it. You can also use this to help bring a friendly model into position.


 * (0) Fate, the Great Leveler**: This is a (0) spell, so it competes with the very powerful and useful **(0) In Pursuit**, but it can save your turn if you activate Avatar Justice late in the turn. Each player draws or discards down to get back to their maximum hand size. This can be useful when you've used up all your cards, and can be a little annoying to an opponent who has drawn up more cards than their maximum, though it will probably just force them to discard some low cards.


 * (2) Restore Equilibrium**: This is a (2) spell, so you should only use it when it will have a massive effect. All models within 10" resist with Willpower, and if they fail their Resist, lose all Tokens and effects on them. This can be incredibly handy when your own models are bogged down with lots of negative effects and tokens, and can often be a great way to annoy an enemy that has spent time and resources putting a lot of buff effects on their own models.

Blind Justice: Ignore increases to Rg and Df, and any duels required from Spells or Talents to target models. This is great if your crew wants to beat up on Pandora or Kirai. It has a 6" aura effect, and doesn't help Avatar Justice herself.

Other Effects
Avatar Justice can still use Last Rites to clear up any Corpse and Scrap counters in the area.

She can also use the Ram effect of Mark of Balance to give all allies within 10" a positive twist on attacking models with a higher defense trait. This can be handy for eliminating high-Df opponents or casting difficult spells against high-Wp targets. Note that Mark of Balance alternates between Ram and Crow, so you should expect to get the offensive bonus on alternate rounds, and the defensive bonus the rest of the time.

=Resilience=

Avatar Justice has a decent **Df 5** ram and **Wp 6**, with **12 Wd** and no special ways to heal herself.

She loses her biggest and scariest defense -- her **Riposte** trigger -- but gets a frustrating new defense trigger instead, **Reposition Foe**. If she can get another Mask on defense, she can place an attacker up to 4" directly away. This can limit how much enemies can attack her, and keep those swarms of persistent low-Cb enemies at bay.

If Avatar Justice is planning to go toe-to-toe with a single enemy, she can give herself a lot of benefit by picking that enemy as her target for **(0) In Pursuit**. This gives her two positive twists for all **Df** and **Wp** Duels. And Ca and Cb duels as well. This isn't very useful against groups, but against a Master or powerful minion, it can really save the day.

Avatar Justice can help her Crew's resilience with **(0) Adjust the Balance**. Friendly models within 6" will win duels on a tie, which adjusts every fight a little in their favor. It's almost the functional equivalent of a +1 to every resist and defense duel for allies, so if you activate Avatar Justice early in the turn and you don't need to use **(0) In Pursuit**, it occasionally may be worthwhile.

Avatar Justice can also help her whole Crew's resilience with the **Crow** effect of her **Mark of Balance**. This gives all enemies a negative twist when their attacking stat is higher than the target's defense. Note that this can also frustrate enemies casting resisted spells on their own models.

=Soulstones=

Avatar Justice will want Soulstones for Defense if she gets swarmed by enemies, and for making it harder to resist her most powerful spells. She may also want a Soulstone or two to heal herself, but this is less crucial and can weaken her **Even the Odds** spell.

=Tricks and Tips=


 * Use **(2) Restore Equilibrium** rarely, and only when it will have a huge effect. But remind your opponent that you've got it, so they won't try to debuff you so much.
 * Remember that **(1) Even the Odds** can sometimes do more damage than a Greatsword.
 * Don't get surrounded by lots of enemy models. Avatar Justice should plan to use **(0) In Pursuit** to take on single super-tough models, and leave the rest of her crew to handle the mobs.
 * **(1) Aetheric Shackles** has hundreds of household uses. Consider when you can get a benefit from it, especially to overcome tricky situations or tough opponents.
 * Activate Avatar Justice early in the round if you're going to buff your own Crew with her. Activate her late in the round if you're going to draw more cards with **(0) Fate, the Great Leveler** and then bust some heads.

=Avatar and their Crew=

Avatar Justice relies heavily on her Crew, since she does a lot of buffing. Usually, she'll be found with the same Crew as pre-Avatar Lady Justice. This often includes Death Marshals and a Judge, but can also include other Guild models. Avatar Justice often gets a benefit from hiring a Guardian or Lucius.

=Playing Against Avatar Justice= For the most part, this is the same as regular Lady Justice. Keep out of melee range from her, go for your schemes. Try to swarm her with models if you must, especially after she has activated in a turn.

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