Dweghom Unleashed!

The Weaver Courts aren’t all we’re getting on September 18th – the Dweghom are on the warpath: meaner, more aggressive, and deadlier than ever! Be sure to check back here for some exciting previews!

All Dweghom, regardless of Creed, benefit from “The Gift” – a Faction Special Rule that allows you to awaken Dweghom Regiments, putting them into a flow-like mental state where they keep fighting – and keep winning.

In addition, all [Forged] Regiments can consume Elemental Power Tokens to further empower themselves, delving deeper into their elemental nature.

Both “The Gift” and Forged Special Rules are available to your Army no matter which Creed you choose – be it Clan, Ardent, or Tempered.

Then comes the choice of Creed! A Creed functions as a Sub-Faction, enhancing a specific playstyle. While all Regiments can be played together regardless of Creed, each Sub-Faction offers powerful synergies when played in harmony. The Clans, in particular, complement both Ardent and Tempered forces – but they’re also very strong on their own.

Let’s take an example from the Clan Creed.

The Clan Creed

Raised to both the Ardent and Tempered Creed, the Clan embodies the core values of each, without descending into extremes. Inheritors of the legacy of their Ancestors, these fearless warriors fear nothing and stop at nothing. 

Only a Hold Raegh or Exemplar may be the Warlord of a Dweghom Army following the Clan Creed. In addition, your Army gains the following benefits:

While Friendly [Clan] Regiments are “Awakened,” they gain the following Special Rule:

Lifelong Veterans: This Regiment Re-Rolls Failed Morale Tests. In addition, Enemy Regiments cannot Re-Roll failed Hit Rolls nor have their Attacks generate additional Hits while in contact with this Regiment’s Front Arc.

You noticed it right—the Exemplar is now a Character, and a powerful combatant at that!

And finally, this is how Dweghom characters approach Duels—bringing some seriously impressive stats with them.

To the End: This [Character] cannot decline a Duel. When this [Character] participates in a Duel, either due to accepting a Duel or because of performing a Duel Action, keep performing out-of-sequence Duel Actions until either or both [Character]s are destroyed. Should the Enemy [Character] decline a Duel, then the Regiment this [Character] is attached to immediately becomes “Awakened” until the end of the Round. 

Slain Bigger: While the [Character] participates in a Duel against a Monster – Monster [Characters] are also considered Monsters– or a [Character] with the Rider Special Rule the [Character] adds +3 to their Evasion Characteristic (to a maximum of 3) and gains the Fearless Special Rule.

Did I mention that the Ancestor is getting his own Supremacy Ability?

Share on facebook
Facebook
Share on twitter
Twitter