recursal/Fanatic-Fandom huggingface dataset:
Unlimited Power

**Unlimited Power** can displace all enemies in the HexaDome. Without a line of sight or distance requirement this allows for one turn of powerful battlefield manipulation.

Keep in mind that the -2 Template:Energy penalty will not take effect until your next turn, and as such you will only experience -1 of the penalty.

Use this card to clear scoring zones, set up kills, extract your Aristos from melee, or pull enemies out of cover.

## Synergies

Aristos that have a problem with breakaways such as Murtair or Táowù appreciate this card. Alternatively, it can be used to bog down Marksmen such as Dart, Parvati, or Wild Bill who often end 2 hexes away from their targets.
Nanoid Cloud

**Nanoid Cloud** is a card that will be difficult to get the most use out of as it is somewhat dependent on enemy behavior. If they focus fire on your targets you may have to use this card on just a single Aristo.

## Synergies

* Murtair can use this card to heal up after doing damage with his cards.
* Maximus on your team will increase the chances that you will have damage on multiple models and get the most out of this card.
Say It To My Face!

This card allows you to place a taunted character in your LoS and within 4 hexes in any adjacent free space.

* It can pull people out of zones.
* You can take a back line character to the front lines.
* Because it does not specify a type of  you can move friendly characters if they are taunted by other enemies.

## Synergies

* Against Maximus, Prysm, or an evil twin Señor Massacre you can use this card to move your allies.
* Like most of Massacre's skills, this one can also use states from other taunting characters.
* Against characters like Maximus, 8-Ball, or Táowù with higher or that impose penalties for failing a breakaway, this card can be helpful. You can use it to taunt them and pull them away from friendly characters who will then be free to leave without incident.
Spot an Opening

**Spot an Opening** allows you to capitalize on a poor roll. Because it forces the opponent to roll "any number of dice" it would seem that it is best against defense rolls with a large number of dice (say those that an opponent has used a Tactic on) but always be careful to consider the odds of the new roll being worse, especially since  used by defensive cards have a fairly high chance of generating

## Synergies

* Wild Bill and Mushashi with their switches to add damage can benefit most from this card as it lets them choose when to commit.

* Against characters such as Señor Massacre, 8-Ball, Gata, or Prysm this card can be used to prevent the enemy from using switches to taunt you or displace themselves.
Namson

## Description

Not as overwhelmingly large as Yulan nor as meticulously organized as Kaima, Namson is not without its charm or impressive features. About the same size as Kaima, it is a walled city with strong defenses. It is well-kept and growth has been planned. Buildings in Namson tend to be taller than other Eastern Kingdom cities due to advances in architecture unique to Haesan. As of late builders seem to be competing against each other to build taller buildings as a testament to their skill and knowledge. The royal palace sits to the northwest at the base of the mountains, which provide a natural barrier. The nobles occupy the norther part of the city with the majority of the city dedicated to the middle class. The lower class slums are located in the southern edge of the city.

## Notable Locations

### The Running Market

A bit of a play on words in the Haesanese language the Running Market refers to the alcohol sold there. Their fortified wine is the main product sold in the market and a myriad of brands and styles exist. Alongside the stronger spirit wine is their own type of ale made from millet and barley, more prevelant grains than wheat is in the Central Kingdoms. The market is open 24 hours a day with some well-known shops only opening in the evening.

### The Alley of Blades

Well-known for their swords, most of the smiths occupy a storefront in the same alley. Competition is fierce and most smiths survive by specializing in a certain type of sword. Traditionally the Haesanites use curved blades of varying lengths but due to the heavy competition of skills straight bladed swords and numerous variations have lately been very popular.
Eras and Epocs

## Eras And Epocs

**- The birth (2002)**

**- The rising storm (2002-2007)**

**- The age of ignorance (2007-2014)**

**- the first redpill (2014-2015)**

- Mr Dolces History Class (2014-2015)

- The Second Camp Oranim Excursion

- The discovery of 4chan

**- the year of memes (late 2016-mid 2017)**

- The First Battle

- The Claytozev-Amy Biehl Meme Battle

- The Infiltration of BBYO

- Zev-Angelo Conflict

- The Battle of Alvarado

**-** **Red Rise(mid 2017-very early 2018)**

- Teachings of Marx and Trotsky (Summer School 2017)

- Reddit Meme farming

**- The Birth of Nationalism and the Switch(early 2018- present)**

- Zev-Megan Strife

- Emily Wars

- 4chan Exodus

- Aquisition of the Puss

- Battle of the 66
Valkyrie

Role
Tank

Resources

Official in-depth article

**Valkyrie** is a melee tank with a key supporting ability to  enemy models. Originally a vicious space pirate, she was reformed from her life of crime by Hannibal after becoming a media darling during her violent and spectacular capture. She brings powerful self focused cards and amp up her own offensive abilities, but is reliant on mobility to get much damage done. While she doesn't have as many defensive tools as most tanks in her raw stats, her immunity to displacement, and Frost Bite give her powerful tools to hold a position. Not a great team player in terms of her Tactics cards, Valkyrie can still be a real headache for your opponent.

## Attributes

Valkyrie's defense of  and  4 mean she is not super resilient but solid enough to take a few hits. Her  is note worthy though at  because she will often find herself wanting to break off from combat and loop back to make use of Charge of the Valkyrie
General Switches

* + Add a  to your roll
	+ This helps Valkyrie punish a defender who rolled poorly, or add to her offensive value with Tactic cards normally geared towards defense.

## Attacks and Actions

### Charge of the Valkyrie

* Cost 3 Attack
	+ Range 1-2

### Charge of the Valkyrie

* Cost 2
	+ Range 3-8
* Add 1  for each point of movement spent this activation, up to three
* Nullify one  from your opponent's roll BEFORE switches
* After resolution, displace once, to a space adjacent to the target.
* This attack is an expensive one both at its base cost and because you will often want to spend action points on movement first to get the most out of it. Keep in mind that it only requires you to spend movement points during your activation. Free movement from a card such as Kaze-Do or Odin's Breath does count. Also since you do not need to move in a straight line for this, only spend the points you can break away from an opponent two hexes, step back one, and get the full bonus dice. Additionally once near  enemy models she gets much more powerful defensively.

### Frostbite

* Cost 2
	+ Range 1-1
	+ Impose the  on every enemy within range.
	+ This skill lets you shut down whole teams if positioning allows and is a good tool to prevent the enemy moving to Scoring Zones or threatening your own pieces.
	+ due to her General Switch this skill is more likely to be triggered than it first appears, and can be made more likely by adding any kind of dice.

## Automatic Skills

### Benediction of Freya

* Add a  to your rolls for EACH adjacent  enemy
	+ note that this is to all rolls not just combat rolls, so it will help with frost bite, Defense rolls, even both sides of a breakaway roll.

### Benediction of Thor

* Enemy actions and cards cannot move, place, or displace you.
	+ This makes Valkyrie very effective at holding ground and staying near  enemy models to keep using Benediction of Freya
Dodge

**Dodge** adds a  and is helpful for triggering Switches that require  or , but don't rely on it for a  Unless it is really critical.

* 66% chance of adding 1 or 2
* 50% chance of adding
* 33% Chance of adding

### Synergies

* Mushashi with his General Switch to turn shields into successes makes dodge a deadly card resulting in an extra 1  *Damage* 83% of the time or 2  *Damage* 50% of the time.
Major Lunah

Role
Ranged

**Major Lunah** is the premier marksman of Aristeia! with a long range on her attacks and a ranged action capable of inflicting damage. While she suffers against melee Aristos there is no one better from a distance. A bitter ex-sniper from Haqqislam special forces, she brings a brooding presence and military expertise to the HexaDome. Lunah is also a good team player, bringing worthwhile tactics for any team composition.

While Lunah does not have any direct skins she has a model for Infinity the Game that can be substituted for her in Aristeia!

## Attributes

Lunah has a surprisingly good defense of  but lower than average movement.

General Switches

* + Nullify a  from an opponent's roll

## Attacks and Actions

### Called Shot

* Cost 3 Attack
	+ Range 3-8

### Suppressive Fire

* Cost 2
	+ Range 3-8

 Impose the -2  state on the target

* Switch:
* Inflict 1  *Damage* on the target.
* This is a rare way to deal damage to an enemy without declaring an attack and facing a defense roll. This means it will avoid abilities like Maximus Implacable or high defense or dangerous defenses such as hEXx3r Untouchable or Táowù discard switches.

## Automatic Skills

### Veteran Sniper

* You can turn any  to  before making a Combat Roll
* This means offensive or defensive rolls. With this ability you can turn defensive cards into deadly offense. It also means that you always want to be in cover if you can arrange it.

## Synergies

* hEXx3r or 8-Ball or other characters with displace abilities can use them to extricate Lunah from melee or put her targets far enough away to shoot.
* Miyamoto Mushashi, Señor Massacre, Prysm, Padre Mendoza or other close range threats can coordinate well with Lunah to assure you have a threat at all ranges.
Emperor Eagle

## Description

It is an unusually large bird of prey weighing up to 30 pounds with almost a nine foot wingspan. They can get to approximately four and a half feet long with a long tail that has them standing at about three feet tall. The breed is so called because the feathers on the top of the head are longer, resembling a crown. Their extreme size and weight make them dangerous to even human beings. Their talons are the length of bear claws and can break a man's arm. They are native to the mountains near Kalmyr. When domesticated they can be used on the battlefield with devastating effect. Most people will not bother to look up and a single dive from this massive bird can easily incapacitate and perhaps even kill a man.
Laxmee

Role
Support

Resources

* Official in-depth article
* Official Hannibal-Laxmee synergies article

**Laxmee** is a Support Aristo in the vein of an Assault hacker from Corvus Belli's Infinity. She has a brother in the venerated Moran Massai nomad special operative group, and was brought to the arena by Hannibal to provide tech support for his team and can buff her friends or debuff foes. She also has some strange movement tricks covered below.

## Attributes

Laxmee is fairly vulnerable with poor defense and very low health. She does stand out for her  though, which, while not higher than average, does come with a  to increace the chances of generating movement points with her general switch. Like many Support types, she wants to stay clear of the fighting.

General Switches

* : Gain 1 Movement Point if you are the active character.
	+ This allows Laxmee to gain a good amount of free movement with her other actions. It works best used for Break Away attempts: You D/BUff3r the enemy, gain a point of movement, and use it to try and break away, rather than risking the full two point expenditure for the Movement general skill.

## Attacks and Actions

### D/BUff3r

* Cost 1
	+ Range 0-5 no LoS needed
	+ impose the Template:State or Template:State on the target.
	+ Switch:     Impose the Template:State on a target within 1-4, no LoS needed
	+ Switch:     Impose the Template:State on a target within 0-4, no LoS needed
	+ Given the many switches of this action its possible to hand out multiple positive or negative states in one action. Use this to load up your team if you have an initiative advantage, or debuff enemies that you plan to target.

### Purge '92

* Cost 1
	+ Range 0-5 no LoS needed
	+ remove one state from the target
	+ This allows Laxmee to provide even more utility to her team, canceling some of the most annoying effects in the game.

## Automatic Skills

### Fairy Dust

* At the beginning of their actions step, an ally can remove a state token from themselves by spending a Template:State.
	+ Against enemies that apply fire, poison, or  this can be a powerful ability.

## Synergies

Almost anyone can benefit from Laxmee's help, but a few Aristos like her because of the way Focused functions:
Dart, Wild Bill, and Señor Massacre all need extra  for the switches on their attacks.
Señor Massacre

Role
Combat

Resources

Official in-depth article

**Señor Massacre** is Corvis Belli's "Merc with a mouth" a plain nod to Deadpool. Augmented with cybernetics, and part of a special regeneration program, Massacre is very hard to kill and drawn from the Corrigedor Nomads, who mix security and civilian life in most aspects. He has a long track record of public and classified military actions. He has found a home in the HexaDome where hoards of fans love his crass and boisterous style.

Massacre's cards all must be used on him making him a poor team player as far as tactics are concerned, though the rest of his skills easily make up for this.

Massacre's attacks and actions are untranslated because... well, they are fairly NSFW. Translations will not be provided below, but can be found with creative googling.

## Attributes

Massacre has almost average stats with the exception of  which is slightly below average and his  which is slightly above average and more likely to activate his Taunt switch.
General Switches

* + Impose  state on your target.
	+ This can be done on any face to face roll Massacre makes, allowing him to do some annoying things like taunting on a break away or when making a defense.

## Attacks and Actions

### "¡Te Voy a Cascar!"

* Cost 2
	+ Range 1-1
* Add an  if the target is  by any character.

### "¡Hey Malparia!"

* Cost 1
	+ Range 1-3
	+ Impose the Taunted State on the Target
* Note that with your general switch, you can impose a taunted state even if you fail to gain any

### "Tangana!"

* Cost 2
	+ Range 1-4
	+ Target a Taunted Character. Place yourself next to the target.
	+ There is no requirement that this be an enemy target.

## Synergies

* Massacare is good in King of the Hill and Conquest where he can move between zones killing people and taunt to mess with enemy targeting.
* The  *Taunted* states applied by Maximus and Prysm work for Massacre's cards and skills as well.
* Hannibal can use Pre-programmed Strategy to good effect on Massacre allowing him to taunt, attack, or move outside of his normal activation.
Scenario: Assault

video File:Placeholder
Assault is the default scenario for Aristiea. It contains a scoring zone that the underdog moves after it is scored. As such it benefits from a balanced team of Aristos: you need to be able to clear a zone, defend it, and still have the mobility to move to the next one.

## Scenario Features

* Scoring Zone Mission
* Mobile Scoring Zone
* Frags

## Deployment

Players deploy in or adjacent to their deployment zones. The under dog chooses a starting zone, giving their opponent the opposite zone. Players take it in turns deploying one Aristo at a time thereafter.

## Scoring

Players Score by having Aristos in the scoring zone at the end of the turn. Scoring is as follows:

* 1 point if tied number of Aristos
* 2 points for the player with more Aristos, as long as the enemy is contesting
* 3 points if you are the only player with Aristos in the zone

## Strategy

In this scenario players will need a mix of removing units from zones, holding zones, and moving to the next zone. As such a balanced team of Aristos will do well.

## Synergies

Mushashi with his offensive abilites and freedom of movement does well in this scenario.

hEXx3r can remove models from zones, immobilize them to prevent them moving to the next zone, speed up her team, or even hold a zone effectively for one turn with Untouchable. She plays this scenario very well.
Code Audible

**Code: <Audible>** is a tricky card to use. It lets you switch the order of any two Aristos on the running order. This can be used to switch an Aristo who acted earlier in the turn for one that has yet to act, letting you take TWO TURNS with one Aristo at a cost of the other Aristo getting no turn at all. This is a good tactic if you lose a character early in the turn who you were planing to use late in the turn, or to surprise your opponent.

## Synergies

* Every Aristo likes this card but Scorers such as Gata and Bìxié can use it to get some insane movement.
* Controllers like HEXx3r can use it to get two full turns of battlefield manipulation.
Scram!

**Scram!** allows you to displace all targets adjacent to your character. Since this can be used at any time during your activation and by any character, it has myriad uses from setting up kills, to preventing scoring, to pushing your characters into better positions for subsequent turns.

## Synergies

Aristos with movement skills such as Gata, 8-Ball, Táowù and Bìxié can get some phenomenal use from this card by moving to a hex an opponent considered "safe" and displacing people out of it.
Belen

## Description

Belen is the capital of Nepria and contains approximately 250,000 people.

## Notable Locations

### The High Temple

The High Temple is the headquarters of the Source religion. It is where the Assembly of Patriarchs is located and where many of the laws and edicts of the Source church as issued from. Next to the royal palace it is the largest structure in Belen.
¡Es Hora De Armar El Bonche!

This card allows Massacre some crazy movement potential possibly allowing as much as 10 squares of movement as a "place" effect ignoring breakaway or the

Trivia: This card derives it's name from the Marvel character "The Thing" who's catch phrase "it's clobberen' time!" is translated as "it's time to make the cakes!" in Spanish. Since the practice of cake making involves pummeling of the dough from one hand to another, this is also old slang for receiving a beating.

## Synergies

* With Hannibal using Pre-Programmed Strategy you can use this to move to any target even outside of Massacre's activation.
* Major Lunah, HEXx3r, Eclypse, Laxmee, Padre Mendoza, and Kozmo all have ways of placing states on a target that are not attacks.
Fortune Favors the Badass

**Fortune Favors the Badass** allows you to re-roll one die on a roll. This will allow you to increace the odds of a good result or tag switches, but can rarely result in a dramatic change to the original roll. Always consider the odds of the kind of dice you are rolling when using this card especially when trying to use it to trigger a switch:

Yellow Dice Odds:

* 83% chance of adding 1 or 2
* 33% chance of adding
* 17% Chance of adding

Blue Dice Odds:

* 66% chance of adding 1 or 2
* 50% chance of adding
* 33% Chance of adding

Orange Dice Odds:
Valkyrie’s Cry

**Valkyrie's Cry** is one of the rare few direct damage abilities in Aristeia! By inflicting damage to an already damaged opponent it is possible to remove characters with high defense, clear a zone for free, or make a path for Valkyrie to advance.

## Synergies

* Major Lunah can use Suppressive Fire to inflict a damage without a combat roll to set up this card.
* Prysm can set up this tactic with her Solar Flare card with no roll necessary.
Holographic Sight

**Holographic Sight** allows you to extend ANY action's range by two hexes. This is incredibly powerful allowing melee characters to threaten from a longer range, or support characters to apply their debuffs or displace from unexpected distances.

## Synergies

* Valkyrie and Kozmo both have powerful AoE effects that are dramatically increased by this card.

* 8-Ball, HEXx3r, Eclypse, Laxmee, and many more can use this card to extend the range of their de-buff and displace skills.

* Miyamoto Mushashi, Valkyrie, Murtair, and other warriors can extend their deadly melee attacks against a target the opponent thought safe

* Bìxié, and Táowù can gain additional movement with this thanks to their skills.
Barrel Through

**Barrel Through** allows a character to displace themselves. Common uses include:

* displacing into a Scoring Zone
* displacing away from an enemy without having to roll Break-Away
* displacing into range of an enemy with a character that has short range cost 2 attacks allowing you to attack twice.

## Synergies

* Señor Massacre and Murtair can use this card to be moved into range of an opponent and attack twice.
* Character with low  such as Major Lunah and Prysm or no  dice such as Murtair and Táowù can use this card to displace away from an enemy rather than breakaway
Catch Your Breath

**Catch Your Breath** Allows you to draw two cards at the start of a character's activation. Generally it is best to use this card as soon as you can, as more cards means more options and if an opponent wants to waste a No! you should let them.

  == Synergies ==

Wild Bill likes to have your tactics hand as large as possible since it lets him discard cards for damage.
Go All-Out

**Go All-Out** can be used to give any Aristo an extra action point. It is functionally identical to Mizu-Do and both could be used on the same character.

## Synergies

* This benefits any character, but those characters that have attacks which cost only 2 points are worthy of note, since it allows them to attack three times.
Badass-Boom

**Badass-Boom** allows you to switch places with a target within 1-2. The timing on this card makes it fairly powerful when combined with Be Water Dude, allows 8-Ball to target a model, switch places with a second model, then displace the first model based on his new position. This can allow for very weird final positions and powerful board control.

## Synergies

Using this card can help round people up for characters like Valkyrie or Kozmo who have skills that hit everyone adjacent to them.
Scenario: Conquest

video File:Placeholder
**Conquest** is one of the core scenarios for Aristiea. It contains five scoring zones that can be "Conquered" by a player by controlling them at the end of the turn. A conquered zone can reconquered by another player by putting more Aristos in it. With its focus on movement, this scenario benefits Scorers, Controllers, and anyone with movement tricks. Ranged Aristos also shine here by being able to reach distant parts of the HexaDome.

## Scenario Features

* Scoring Zone Mission
* Central Scoring Zone
* Multiple Scoring Zones
* Conquering Scoring Zones
* Frags

## Deployment

Players deploy in or adjacent to their deployment zones. The under dog chooses a starting zone, either zone 3 or zone 6, giving their opponent the opposite zone. Players take it in turns deploying one Aristo at a time thereafter.

## Scoring

Players Score by having Conquered zones. Scoring is as follows:

* 1 point if tied number of Conquered zones
* 2 points if you have more Conquered zones
* 1 point for having the central scoring zone Conquered.

## Strategy

In this scenario players will need a mix of removing units from zones, holding zones, and moving to the next zone, but mobility is strongly favored. Holding the central zone is worth points even if you lose the other zones, but it isn't worth enough to throw everything into dominating it. Scorers and Ranged Aristos do well in this scenario both for taking zones and clearing them from range.

## Synergies

Gata and Bìxié are ideal picks for this scenario.

Gata, Eclypse, and Kozmo all have ways of blinding Ranged Aristos which can help you make the most of mobility picks.

Mushashi, Señor Massacre and other Combat Aristos with good mobility will do well in this scenario.

hEXx3r can remove models from zones, immobilize them to prevent them moving to the next zone, speed up her team, or even hold a zone effectively for one turn with Untouchable. She plays this scenario very well.
Take Aim

**Take Aim** adds a  and is helpful for triggering Switches that require  or , but don't rely on it for a  unless it is really critical.

* 66% chance of adding 1 or more
* 50% chance of adding 1
* 33% Chance of adding 1

### Synergies

* Mushashi with his General Switch to turn shields into successes makes dodge a deadly card resulting in an extra 1  *Damage* 83% of the time or 2  *Damage* 50% of the time.
No!

**No!** Cancels the effect of an enemy Tactic. It is available as a standard Tactic and as a Táowù Tactic allowing for a maximum of two per deck. Keeping in mind whether your opponent has used their No! or not is a good skill for coaches.

No! can cancel another No! This can result in up to 4 cancellations if both players had Táowù.

## Synergies

* Táowù can force opponent's to discard cards. If you suspect it is likely that your opponent has a No! in hand, it can be worth putting him in danger to force your opponent to discard it.
Pain Suppressants

**Pain Suppressants** keeps Gata alive, temporarily, by converting incoming damage to poison tokens. Keep in mind that abilities that directly damage her such as Major Lunah Supressive Fire or Valkyrie's card Valkyries's Cry will still inflict poison token on her. If you need her to hold a Scoring Zone with certainty, this is the way to do it.

## Synergies

* Characters who can alter or remove states such as Parvati and Eclypse or Padre Mendoza's Tabula Rasa tactic can remove her poison tokens before she suffers the effects (or delay the effects in Eclypse's case) and let her cheat death.
Odin’s Breath

**Odin's Breath** gives Valkyrie 3 points of movement. This allows her to use Charge of the Valkyrie without having to spend movement points. The ideal offensive use then is:

* Use Odin's Breath
* Advance 3 to Adjacency with 1 or more opponents
* Use Frost Bite to  targets
* Attack with Charge of the Valkyrie gaining 3  and 1  for each adjacent  enemy.

This card can also be used any time Valkyrie needs a little more movement to score a zone or engage an enemy.
Reset 2.0

**Reset 2.0** is a situational card that will become more or less useful depending on the enemy team composition. Enemy builds that make use of Fire, , or  may call for this extra level of protection. Teams heavily stacked with Padre Mendoza, Dart, and Laxmee may require this extra level of protection. If nothing else, it means Parvati doesn't have to spend her turn healing. Against teams with only a single character that imposes states, you can probably skip this tactic for a different one.

## Synergies

* Gata loves this card to cheat death with Pain Suppressants
Code Dive

**Code: <Dive>** is an improved version of Hannibal's own Action Preprogramed Strategy. It allows you to pick another Aristo and immediately have them take a non-Move action of any cost. This can generate a lot of attacks, or de-buff an enemy at a critical juncture.

## Synergies

Valkyrie and Major Lunah can use this to immobilize enemies out of activation.
Ice Wall

**Ice Wall** is identical to the card "Block" and is helpful for triggering Switches that require , doubling the odds of Dodge to do so . It can be used for triggering  or  but is not as reliable as Focus or Take Aim or for this purpose.

* 83% chance of adding 1 or 2
* 33% chance of adding
* 17% Chance of adding

## Synergies

* Mushashi can use  with his General Switch to increase his amount of damage and, consequently, movement.
* Major Lunah and Valkyrie can turn additional  into  allowing them to use this card to inflict damage more efficiently.
* 8-Ball can use this switch to trigger his displace switch
Parvati

Role
Support

Resources

Official in-depth article

**Parvati** is a droid created by the human governing AI ALEPH to improve Aristeia ratings. Before her introduction matches were too bloody and short. Her combination of tactics and healing brought match time back up and change the metagame of the arena. She has a useful tool box of state removal, healing, and ranged combat that make her a good addition to any team. Her Tactics likewise allow her to help her team even from the bench with only one of them requiring Parvati to use.

Parvati has an additional skin called Steampunk Automaton which features brass gear wings and Dickensian street clothing.

## Attributes

Parvati has balanced stats all around with a slightly higher  that most support Aristos. She has a low  but it can be improved with her general switch. Generally if treated like most Ranged Aristos she will stay safe.

General Switches

* + Receive a +2  token
	+ This switch works best when triggered before Parvati's turn allowing her to get it's full benefits.

## Attacks and Actions

### Submachine Guns Akimbo

* Cost 2 Attack
	+ Range 2-6
	+ A decent ranged attack that can be used twice in her turn allowing Parvati to finish off wounded Aristos or put a damage or two on a fresh one.

### Reset

* Cost 2
	+ Range 0-5
* Remove all states from the target
	+ This action does not differentiate good and bad states and will remove all of them always.

### Medikit

* Cost 1
	+ Range 0-5
* heal 1  *Damage* from the target
	+ If you find yourself with 1 AP and no +2  state token you can Medikit yourself to trigger your general switch.
Block

**Block** is helpful for triggering Switches that require , doubling the odds of Dodge to do so . It can be used for triggering  or  but is not as reliable as Focus or Take Aim or for this purpose.

* 83% chance of adding 1 or 2
* 33% chance of adding
* 17% Chance of adding

## Synergies

* Mushashi can use  with his General Switch to increase his amount of damage and, consequently, movement.
* Major Lunah and Valkyrie can turn additional  into  allowing them to use this card to inflict damage more efficiently.
* 8-Ball can use this switch to trigger his displace switch
Focus

**Focus** adds a  and is helpful for triggering Switches that require . It can be used for Defense as well but is not as reliable as Take Aim or Dodge for this purpose

* 83% chance of adding 1 or 2
* 33% chance of adding
* 17% Chance of adding

## Synergies

* Maximus can use Focus with his General Switch to increase the chance of inflicting  *Taunted* (especially when making a defense roll) or to increase the chance of his Jotum's Shield attack's Displace Switch.
Papéis e suas Divisões

Para que cada aluno pudesse obter o máximo de aproveitamento dentro dos limites das disciplinas ofertadas, os papéis foram divididos entre estas da forma como listado abaixo. Mesmo que algumas disciplinas possuam um número consideravelmente maior de papéis, esta divisão é necessária em virtude do conteúdo programático de cada disciplina. A especificação completa dos papéis pode ser analisada aqui .
Code Blitz

**Code: <Blitz>** Allows you to re-roll any number of dice from this roll, making it an improved version of Fortune Favors the Badass
If that wasn't enough, the card is then shuffled back into the deck to be used again.

## Synergies

* Though all teams benefit from this Tactic, Aristos that have lots of switches like 8-Ball or Bìxié like to have this card around.
Maximus

Role
Tank

Resources

Official in-depth article

**Maximus** is a Pan-Oceania Hero, known far and wide for his victories, philanthropic work, and movie appearances. Even with the greatest tech Pan-O has to offer, he is on the verge of aging out of the sport, and aims to stick it out a few more seasons.

Maximus has one additional skin available: Maximus - The Thermopylae, an ancient Greek armor set that he wore in a blockbuster film that was then worked into a set of modern functional armor as a marketing tie in.

## Attributes

Maximus has the highest survivability in the game, bringing the most  and an automatic  in addition to his  as his , but most notable is his  which is a . This means that very few Aristos can prevent his Break Away actions. Maximus goes where he pleases. However, he likely won't be going very far.

Maximus'  3 and  4 means he has to work to get most places, and positioning him a turn in advance is important. Implacable (see below) helps mitigate this somewhat, but only if you are suffering attacks elsewhere in the HexaDome.

General Switches

* + Impose  *Taunted* on the target

This switch happens very commonly on Maximus' defense rolls and Jotums' Shield. It is particularly rough if you can get into melee with a Ranged character and taunt them. Most Ranged types have difficulty disengaging from Maxi and can't fire at range 1.

## Attacks and Actions

### Jotum's Shield A

* Cost 3 Attack
	+ Range 1-1
* Switch:   - Allows you to displace the target

Maximus' only action, it uses mostly defensive dice so don't expect it to do a lot of damage. The base dice load also means that the Switch will only activate about 1/6 of the time. If you really need it to trigger add a Focus to your roll.

## Automatic Skills

### Get Behind Me!

* You can suffer damage instead of an adjacent ally
* Killing damage does not "cap out." For example, if Gata takes 8 damage with Maximus adjacent, you will need to soak 7 to keep her from dying.
* Remember that Maximus has high defensive stats. Every point you take is one less your opponent has to do on an opposed roll, where your odds of tanking it are likely much better.

### Implacable

* Immediately after an enemy attacks one of your team mates, you may displace yourself.
* Because this happens when the attack is declared, you can use the displacement to move up and become adjacent to an ally to use Get Behind Me!

## Synergies

* Maximus is good in King of the Hill and Conquest where he can stick to the central zone and not get outmaneuvered.
* The  *Taunted* states applied by Señor Massacre, Prysm, and Maximus can all make use of their cards and abilities equally despite being different cards.
* hEXx3r benefits from *Get Behind Me!* and can solve some of Maximus' movement problems with *Vade Retro*
Sora-Do

**Sora-Do** or "Way of Sky/Heaven" nullifies one dice from an opponent's roll. This can be a powerful card depending on the situation. Typically, defenders roll less dice than attackers, maximizing the chance that an opponent will have only one good dice in defense.

## Synergies

* Nearly any character can make use of this card effectively.
Adamantine

**Adamantine** assures one opponent action against Maximus is certain to fail but nullifying all  on the roll. While this can be used to prevent a large damage attack or keep Maximus from going down at a critical juncture, keep in mind that it can effect ANY enemy action.

This means it can be used to cancel unopposed skills which can prevent Maxi from being displaced or effected by a state, which can be critical depending on the situation.

## Synergies

* This card is good against any enemy team that is likely to have lots of damaging states or will rely on moving you out of a zone to win the game.
Dance For Me!

**Dance For Me!** allows 8-Ball to switch the places of two targets during his activation. This can be done during Eat my Fa Jing! or Be Water Dude before determining final positions to allow you to place enemies further or in weird positions. You can also use it to dig an enemy out from a safe position.

Key in using this card is understanding which enemy characters is key to your opponent's strategy and also being aware of how far 8-Ball can actually move with a combination of Be Water Dude and displacements. Bringing an enemy closer with Be Water Dude can then let you switch them with Dance for Me! and finally hit them (and maybe displace them again) with Eat My Fa Jing, leaving the possibly damaged enemy way out of position.
Hannibal

Role
Controller

Resources

Official Hannibal-Laxmee synergies article

**Hannibal** is a hardened former mercenary turned Aristo bringing military tactics and discipline to the HexaDome with an astute knowledge of marketing to boot. He acts as a team leader, and while lacking the usual Controller tricks of Displacements or applying States, he can buff his whole team and influence their play and your tactics deck in powerful ways. Three of his four Tactics can be used on any character's turn, and the fourth let's an Aristo use an action out of activation. This, combined with Programmed Strategy allow him to manipulate the turn order in interesting ways.

## Attributes

Hannibal has decent defense, but don't look for him to be a physical powerhouse. His  ,  , and  are all below average.
General Switches
None

## Attacks and Actions

### Coordinated Assault

* Cost 2 Attack
	+ Range 1-4
* Add one  for each other friendly character that has LoS to the target.
* This makes his attack deceptively powerful if you can line up a good shot.

### Preprogrammed Strategy

* Cost 3
	+ Range: HexaDome
	+ One ally can immediately take a cost 2 action.
	+ May not be used for the "Move" generic action but abilities that place or displace can be used.
	+ They do not become the Active Character
	+ This can allow you to put states on enemies out of activation or perform attacks with those Aristos that have cost 2 or less attacks. The possibilities with this ability are vast, but it costs Hannibal most of his action points so consider carefully if you want to use it.

## Automatic Skills

### Pointman

* Your allies add one  to attack rolls if you have line of sight to the attacks target.
	+ Everyone benefits from this, but characters that need  for their switches will be particularly appreciative.

## Synergies

Valkyrie and Major Lunah can use Preprogrammed Strategy to immobilize enemies out of activation which can cause havoc with their plans. Laxmee Eclypse and Parvati can use it to buff or defuff, heal, or remove states. Characters with cost 2 attacks such as Señor Massacre can use it for extra offense.
Solar Flare

**Solar Flare** is one of the rare few direct damage abilities in Aristeia! By inflicting damage to an already damaged opponent it is possible to remove characters with high defense, clear a zone for free, or make a path for others to advance. While less useful than Valkyrie's Cry it is still a powerful card that can catch opponent's off guard.
Tank Aristos

**Tank** Aristos have high  and  or other abilities that let them contain or redirect damage and control target acquisition.

* Tanks tend to possess slightly worst melee abilities than Combat Aristos
* While Maximus is what people most commonly think of when they imagine a tank, 8-Ball and Valkyrie are also tanks because they prevent opponents from attacking who they would like and control their own board position.

## List of All Tanks

Maximus

8-Ball

Valkyrie

Kozmo

Murtair

Prysm
Ricochet

**Ricochet** can be used both to prevent damage to yourself on an attack and to reach otherwise otherwise unavailable targets. Note that this tactic does not allow you to shoot through Blocked spaces or smoke, only spaces that are Occupied (as in by a other characters).

## Synergies

HEXx3r will often have difficult clearing a zone once it is full of moshing Aristos. This card can prevent that problem.
Kiss My Sexy Ass

All enemies in the HexaDome have the  imposed on them by Massacre. This gives you extra damage potential with and lets you use his skills more efficiently.

* To be a real troll, use this is missions like King of the Hill to taunt everyone, then run Massacre away where no one can get him and cram the scoring zone with your own characters, who now cannot be targeted with attacks.

## Synergies

* HEXx3r, Eclypse, Gata, Bìxié and and all other low health Aristos like this card since it assures them some safety for one round if played well.
Wild Bill

Role
Ranged

having ridden in to the HexaDome on a horse firing pistols in the air **Wild Bill** claims to be from the colony world of Ariadna but has all the hallmarks of an ALEPH recreation. The spitting image American Cowboy Era lawman and columnist of James Butler Hickok, Wild Bill brings deadly ranged attacks and access to extra Tactics cards.

## Attributes

Bill's stats are about average for a Ranged archetype with his  6 standing out.

General Switches

* + Draw 1 Tactic

## Attacks and Actions

### Twin Pistols

* Cost 3 Attack
	+ Range 1-1
* Switch:
	+ Make another Twin Pistols attack for free against a different target
	+ If triggered against that next target, you can switch back to your first target and theoretically Twin Pistol for as long as you keep getting the switches.

## Automatic Skills

### Gunslinger

* Range 2-6
	+ When targeted by an attack you can switch your  to   and "shoot back"
	+ this cannot be attempted unless you have line of site to the target.

### Dead Man's Hand

* Once per Combat Roll
	+ Discard a Tactic to add one  to your roll
Assault

### Overview

Assault is the default scenario for Aristiea. It contains a scoring zone that the underdog moves after it is scored. As such, it benefits from a balanced team of Aristos: you need to be able to clear a zone, defend it, and still have the mobility to move to the next one.

### Scoring

 \* Scoring Zone mission
 \* Center zone is the first Scoring Zone.
 \* After a zone is scored, the Underdog picks the next zone
 \* 1 point if tied number of Aristos in the Scoring Zone
 \* 2 points for the player with more Aristos in the Scoring Zone as long as there is at least one enemy also in the Scoring Zone
 \* 3 points if you are the only player with Aristos in the zone

### Aristo Synergies

It is possible to build a team with multiple scorers and tanks counting on the tanks early game and the scorers later, but characters that bring a balance between movement and offense are also good in this scenario.

Mushashi – for his offensive power to
clear zones and bonus movement to get to new ones.

HeXx3r – for her abillity to clear
zones as well as move up on them or shut down enemy movement.

8-ball – for manipulating enemy
position but still being able to tank a few hits.

Senor Massacre – for fast movement
and target control along with offensive skill, he is a really good
package for Assault

Valkyrie – for shutting down enemy
movement, avoiding being displaced, and displacing into zones.

Kosmo – for setting everyone in a
zone on fire, then running away with her superior Agility
Snake Bite

**Snake Bite** dramatically increases Lunah's likelihood to damage a target, all the more so if they are , , or under a  penalty. Note that Lunah herself can set up those penalties with her Supressive Fire skill. Statistically, the flat  is much better than a dice, so keep it in mind when using this card.

## Synergies

* hEXx3r, Gata, Valkyrie, Táowù, Eclypse all have ways of applying , , or a  penalty to help trigger this card.

* Hannibal can easily make Lunah top out her dice with this card, so consider taking another one instead with him on the team. Thankfully, you have lots of options with Lunah.
Ace of Clubs

**Ace of Clubs** gives Wild Bill an increased threat range by letting him move twice then attack, or a dramatically increased kill potential with a free attack.

## Synergies

* Hannibal can give Bill an extra  on this special Twin Pistols attack like any other which also increases the chance of generating extra Twin Pistols actions with the attack's switch.
And So It Begins

**And So It Begins** is the first episode of How To Annoy Gmod Roleplayers, as well as the first Gmod video Zuthar had produced. The episode features Zuthar griefing a Dark RP Gmod server.

## Synopsis

The episode starts with Zuthar prop pushing and prop blocking, which upsets a roleplayer named xXGhost The KidXx. He is chased, and eventually asks for help from a Medic named pulsar. Quickly after that, pulsar is killed by xx Death Hunter, and chases down Zuthar. Next, Zuthar heads to a Gun Dealer to purchase another shotgun. Zuthar then lashes out on the people who had previously killed him, begging for money. Zuthar continues with his antics and attempts to get the mayor to help him stop a t-bagger (Long story short the Mayor is murdered). The next scene can be summed up as Zuthar chasing a mod and eventually resulting to RDM. After this, Zuthar starts random arresting people, the first arrest being for "having a weapon out." This draws attention to him, so he attempts to take the mayor hostage. He ends up shooting the mayor, who is revealed to be a moderator. After mass RDMing the Police Station, he arrests the admin and flees. He is then kicked from the server. After his return to the server, he continues to arrest people and contains them within the PD with threats of longer arrest times. dNb once again catches Zuthar, and seemingly releases the inmates off-camera. In the final scene, he accuses I AM COOL of having bombs, and Cool takes them out, Zuthar shoots him. The rest of the video is him chasing after Cool after he respawns.
Miyamoto Mushashi

Role
Combat

Resources

Official in-depth article

**Miyamoto Mushashi** is a recreation, a computer created duplicate of the ancient Japanese samurai famous for his book "The Five Rings" and skill as a duelist. The first generation of Mushashi grew bored with the arena and went rogue, escaping to the human sphere where he continues to live on the run. This second generation seems to be content in the HexaDome. Mushashi brings good tactic cards for his team, with only one of his tactics being self only.

Mushashi doesn't have any direct Aristeia! skins, but three different models have been produced for him in Infinity the Game (a now out of print version and a new 2 pack with Aristeia and Underground outfits) and a special "chibi" version which is also Aristeia! legal.

## Attributes

Mushashi has above average ,  and  making him a solid Combat Aristo in every way able to be where he needs in close combat. His  6 also assures he can act when he needs to against most other Aristos.

General Switches

* + Add a  to a roll against an adjacent target.
	+ This powerful ability allows Mushashi to turn any defensive Tactic into additional offense.
	+ The order of activating switches (active player decides) will sometimes defeat the usefulness of this a General Switch. Make sure to do the math before committing to this Switch, so that you don't take damage unnecessarily.

## Attacks and Actions

### Ken No Sen Attack

* Cost 3 Attack
	+ Range 1-1
* Switch:
* After resolving this attack, perform Ken No Sen again.
* This switch is difficult to trigger without adding a card such as Focus to the roll

## Automatic Skills

### Kaze Tachinu

* For each  *Damage* inflicted Mushashi can displace himself once.
* Note that this skill requires damage to be inflicted not  scored. So, for example if you strike Gata who has health 2 with 6  you only will inflict 2 damage and move 2 hexes at most.
Stick to the Plan

**Stick to the Plan** allows you to select a card from your deck. You and your opponent then draw an additional card.

There is a little less than a 25% chance of getting any particular card on the initial draw, and there after odds drop to 7% before rising with every further draw. As such, an early use of Stick to the Plan is usually more useful than a late one.

When in doubt, this card can be used to draw Catch Your Breath and draw two more cards immediately.
Access Denied

**Access Denied** can allow hEXx3r to shut down an entire enemy team if well positioned. Because it is used at the beginning of her activation, having her set up a round in advance is critical. On scenarios like Assault where the scoring zone changes, she can move up late in the turn, and then start as the first initiative step the next turn to catch as many enemies as she can.

Remember that red ranges (such as on Access Denied) do not require line of sight, allowing her even more freedom with this ability.

## Synergies

* Kozmo can drop smoke for hEXx3r to help keep her safe while she uses this card freely because of it's red range band.