M2E+Peacekeeper


 * Peacekeeper, Guild Enforcer**

=__Overview__=

The Peacekeeper is the Guild's massive premiere construct used to enforce the law in Malifaux. In game the Peacekeeper brings heavy armor and powerful weaponry as well has Scheme manipulation ability. These positives come with the drawback of low defense and high cost.

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=__Mobility__= The Peacekeeper comes with strictly average Wk and no other special movement tricks. It is also slowed down by terrain.

=__Offense__= One of the areas where the Peacekeeper really shines. It come with two attacks actions, a melee and a ranged one:

__ Chain Spear __
The Peacekeeper ranged attack comes on the form of the ** Chain Spear **. The spear has a range of 10, 2/3/5 damage and gives models damaged by it ** Slow **. His // Drag // Trigger allows him to push a model 8" towards it after damaging them with the **Chain Spear**. This is a great ability to isolate enemy models from the rest of their crew. It also comes with a 2" benefit compared to Charging so it is very usual to bring models into your melee range.

__Mechanical Claws__
The Peacekeeper has a set of ** Claws ** that are devastating in melee. They come with a 2" Melee range, 3/4/6 damage and an auto-triggering // Critical Strike // means he can put out a minimum of of 5 Dg per attack if you flip/cheat a high Ram. The **Claws** also come with the //Exploit Design Flaw// trigger which you an choose instead of //Critical Strike// if the target has **Armor**. Unless the target has more than **Armor +1**, you are better off just choosing //Critical Strike//. Finally it also comes with **Flurry** which at the cost of a card allows you to do 3 Ml attacks against the same target. Assuming you hit with the three attacks you will do a minimum of 12 Dg which is sufficient to kill most of the non Soulstones users. It is also worth remembering that although **Flurry** does not allow you to **Focus** you are better not doing it with the Peacekeeper anyway as it's damage track on Severe is still worse than two Weak damage and you will most likely have to spend two high cards from your hand, two to hit on the first case, and one to hit one for Severe damage on the second case.

=__Resilience__= With such a high damage potential you kind of expect the Peacekeeper to be on the glass side of resilience. However, it is a massive construct so there are loads of armor plates to go through before being able to damage it. It comes with a low Df of 4 which means the majority of Minions will be able to target it. However, expect to receive 1 damage on most of those hits thanks to it's **Armor +2** and **Hard to Wound +1**. I also comes with a nice boost on the defense side thanks to the **Terrifying (Living)** ability. That makes it a very hard to shift this model if you have no abilities to ignore **Armor** or that can bypass **Hard to Wound**.

=__Upgrades__= Being an already expensive model the Peacekeeper is normally better taken without any upgrades. However, in some crews it may be beneficial to include the **Tessellating Magnet** upgrade. This is normally the case if your crew contains a large number of Constructs and you want them to keep walking together.

=__Tactics and Tips__= On it's own the Peacekeeper works as an excellent area control a objective denial. It's high damage means most models won't survive for very long close to him and with the **(0) Advanced Protocol** you can also ensure a circular area of 8 inches will be free of enemy Scheme markers. Dragging enemy models out of Auras and other bubbles can also be easily done thanks to it's **Chain Harpoon**.

__**The Peacekeeper Bomb**__
This is the best combo you can do with the Peacekeper. It works best on a C. Hoffman crew but can also be done on others crew with a shorter range. The idea is to deliver the Peacekeeper right in the enemy lines to take out an important enemy model or achieve schemes. The combo works as follows: 1. Activate C. Hoffman and attach the Hydraulics upgrade (use Hoffman's (0) to get the scrap) to the Peacekeeper. 2. Give **Power Loop** to the Peacekeeper and another model (Guardian normally) with Ml7. The Peacekeeper now has Df6, Wp6, Ml7 Sh6. 3. **Machine Puppet** the Peacekeeper to walk and cheat a Ram for it to gain **Fast** as the last Hoffman AP. If you have the **On Site Assimilation** Upgrade on Hoffman you can use **Magnetic** to stay in range of the Peacekeeper and use **(1) Machine Puppet** on it one more time to move it (with additional push if you have the right cards) 4. If you have the Mobile Toolkit on your crew use it's (0) to give either positive to the attack or dmg flip. 5. Activate the rest of your crew 6. Activate the Peacekeeper. If you have done everything right you should already be 11" from the table edge (6" deployment + 5" Wk). You now can use your **Nimble** for another 5" inches so you now are 17" from the table edge. 7. Depending on your opponent movements you will most likely have a model within 8" or 10". Now it is the time to take the decision whether you want to just remove one model from your opponent or want to cause havoc on his lines. If the former use the **Chain Harpoon**, if the latter charge the Peacekeeper in. 8a. If you use the **Chain Harpoon** you now have two AP left thanks to the **Fast** you got from Hoffman so discard a card and **Flurry** for another 3 attacks. 8b. If you want the movement, Charge so you get two attacks plus the extra one from **Fast** so three melee attacks. Your enemy now needs to deal with a Df 6, Wp 6, Ml 7, **Armor+2**, **Hard to Wound +1**, **Terrifying (Living)** in the middle of his crew. 9. Smile if you managed to pull this out and say sorry as your opponent removes the target from the table.

This trick can also be done in other crews by taking advantage of the Judge's **Stand for Judgement**, Perdita's **Obey** or Abuela's **Listen Up, Young'n** for example**.** If you want **Fast** you can also bring the Student of Conflict. However in all this cases you will be attacking with Ml 6 and will be on a vulnerable position for retaliation without the Df buffs and healing from an Hoffman crew so it is an even more high risk strategy.

=__Playing Against the Peacekeeper__= If there are specific areas of the board you need to control or loads of Scheme markers you either want to remove him asap or feed him a model a turn to keep him pinned on the same area for the whole game.
 * Armor** and **Hard to Wound** being it's main defenses, bring models that can ignore these abilities or can **Focus** to bypass the **Hard to Wound** and have high damage spreads. 11 Wds seem to disappear faster than what you expect and if you kill it, your opponent just lost a big proportion of his crew. As usual with every armored model it is also susceptible to death by a thousand cuts but that will require 11 AP wasted from you so you need to think whether the trade off is worth it.

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