Peacekeeper


 * Peacekeeper, Guild Minion** toc

=__Overview__= The Peacekeeper is the Guild's massive premiere construct. Its heavy armor and powerful weaponry are offset by a pair of setback Talents that can Paralyze the Peacekeeper or reduce its defense.

=__Mobility__= Despite its bulk, the Peacekeeper is a very fast model, especially considering it's a Guild model. His movement is slightly above average 5/8, but he is allowed to discard a card to take an additional Walk action each activation due to //(+1) Relentless//

The Peacekeeper has //Arachnid// which allows it to move over just about any terrain with ease. Combined with its free walk and its survivability this makes the Peacekeeper a great model for securing Strategy and Scheme objectives.

The Peacekeeper's //Experimental Automation// and //Faulty Circuits// abilities can slow it down greatly so it's recommend you save a few low cards in your hand to offset those abilities

=__Offense__=

__Ranged__
The Peacekeeper has a //Chain Spear// that it uses to deal damage from a distance. The spear has a range of 8, 2/3/5 damage and gives models damaged by it //Slow//. His //Drag// Trigger allows him to push a model 4" towards him after damaging them with the Chain Spear.

The Chain Spear is a very situational weapon. The //Slow-//granting ability is nice and the //Drag// ability can be abused in some fun ways (see Tips and Tricks below), but it's almost always a better option to use your free Walk to move into melee range with a model and //(2) Flurry// with the Peacekeeper instead

__Melee__
The Peacekeeper has a set of //Paired Claws// that are devastating in melee. His 2" Melee range, 3/4/6 damage and an auto-triggering //Critical Strike// means he can put out a lot of damage in a turn. Especially when you consider his ability to //(2) Flurry// when combined with his additional Walk action.

His other melee Trigger is //Toss//, which is situational but can be useful (see Tips and Tricks below).

=__Resilience__= The Peacekeeper is a tank. He has 10 wounds and //Armor 2//. Very few models will be able to take him out in one activation. //Immune to Influence// protects him from a lot of bad willpower spells and abilities, and //Terrifying 12// helps protect him from swarms of low cost minions.

It should be noted that being Height 3 and on a 50mm base makes him a very big target, which means he will generally get a lot of attention.

=__Tips and Tricks__= The Peacekeeper has two separate abilities it can use to move models. This is a great way to put enemy models into harmful terrain. It is also a great way to get them to drop a Treasure Counter or just move them off the terrain they need to be on for there Strategy or Scheme.

The Peacekeeper is a big mean-looking model and people naturally want to take him out. This is actually a great trick to take advantage of. Many players will concentrate a lot of firepower on the Peacekeeper and ignore the rest of your crew. The fact that the Peacekeeper can survive a beating means they have to dedicate resources for several turns sometimes. Take advantage of this. Let your enemy take out the Peacekeeper while you maneuver to take the Strategies and Schemes you need to win the game.

=__Master-Specific Tips__= Like most Guild Minions there is not a whole lot of synergy with the Peacekeeper. He works okay in Perdita and Lady Justice crews. He does better in Sonnia Crews because he can use his abilities to push models onto Flame Pillars.

The exception is Hoffman. In a lot of ways they seem made for each other. Hoffman can make the Peacekeeper ignore his //Experimental Automation// and //Faulty Circuits// abilities. Meanwhile the Peacekeeper can be a great ride for Hoffman.

This Guild construct is a big brutal enforcer with some solid stats and good Cb. It will return its investment in Scrap Counters on death as well. However, it can be unreliable and is a Control Card hog, so be wary as it could leave Leveticus high and dry. There is no additional benefit to giving this minion //Blessings of Desolation//.
 * Leveticus**

=__Minion-Specific Tips__= The Peacekeeper tends to work well solo. His fast movement and ability to move over terrain generally means he will be ahead of most Guild Models.

=__Playing Against The Peacekeeper__= The Peacekeeper is a big scary robot. There is no way around it. One of the best ways to deal with the Peacekeeper is to attack it. Because of //Experimental Automation// and //Faulty Circuits// there is a chance after every defense flip that the models will become unable to move or even be //Paralyzed//. Because the lack of movement ability ends at the end of the turn, it's best to attack the Peacekeeper and hope it is affected by it before it activates.

With Hoffman, things get trickier because he can ignore those abilities. Like with many other synergy Masters, sometimes it's best to ignore the Peacekeeper and instead take out Hoffman first. Once he is dead you can handle the Peacekeeper like normal.

Lastly, any Minion or Master good at taking out //Constructs// is helpful. The ability to ignore //Armor// is also useful.

** __Ownership__ **
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