Saturday 11 January 2020

Aristeia! - The Scoop - Double Trouble

Welcome to the first of a new series for Heart of the Hyperpower "The Scoop". In these articles we will look at a new release for Infinity, the Infinity RPG, Aristeia! or (eventually) Defiance. They will be less detailed than our analysis articles and the focus will be on initial thoughts and responses.

Today in "The Scoop" we are looking at the latest release for Aristeia!

Let's start with the basics and have a look at the raw mechanics driving this expansion. It's all about transforming Aristos, with one Warewolf and one Power Armour shifter.

Both start off with their card on the red side, and this is flipped to the blue side based on rules specific to the Aristo (one is an action and the other a response to damage). They also return to the Hexadome in their "initial" state.

It's important to note that Action Points and any Movement Points already generated are not lost by the transformation. This means that higher Action Points will only be exploited on the next activation.

The Indomitable Shape-Shifter


“The Antipod are a brutal alien race native to Dawn, the Ariadnan nation’s planet. Apparently the Antipod’s alien saliva contains some kind of retrovirus loaded with genetic information able to affect fetuses in the mother’s womb, causing them to change into the likeness of the aggressor. This “boogey-virus” is some kind of natural selection mechanism that helps the genetic strain of the stronger and more aggresive tribes or ethnicities to spread. The result of the infection of a human fetus is a creature that looks like a bulky human with Antipod features, pejoratively dubbed Dogface.

But one should take precautions as to not make them angry, for the most alien and inhuman feature of these hybrid creatures is revealed in their momentos of rage. When a Dogface grows outraged, a startling transformation occurs: their endocrine systems fires up and their muscle mass increases, becoming a DogWarrior. They have much more defined Antipod features, but with corpulent and humanoid features.”

─By now, you’re probably wondering whether you’ve mixed up your leisure platforms. Well,
nothing’s further from the truth! Today’s guest in “Late Night with the Stars” has a lot to do with this intro: She was born in Fort Apache 5, Ariadna, an outpost likely to be one of the most dangerous in the Human Sphere. It is located in the middle of the Ariadnan Exclusion Zone, i.e. Antipod territory, outside the USAriadnan region frontier, and subject to constant raids from these lupine tribes.

»Tonight’s guest fighter is the product of one such raids. But let’s not dwell on what happened one night, 23 years ago, you know we’re not that kind of show. Please, let’s give a round of appaluse for Ádi Brown, aka “Moonchild”.
─Hey there, Vince. Thank you.
─Welcome, Ádi. Curious name, has it any meaning to it? Would you prefer Moonchild?
─ It means “Elder Sister”. And you can call me whatever way you like, Moonchild is fine and it’s the name Keller Resources has chosen for Aristeia!
─ Well then, Moonchild, according to the data our production staff has provided us, you’ve spend most of your life at outpost Fort Apache 5. That’s a military facility, so I just have to ask this: Are you part of the Ariadnan Army?
─ No, I just served a year when I was 16, to comply with the mandatory draft for dogfaces.
─ I see you say “dogface” outspokenly, yet I understand it’s a derogative term.
─ The word itself isn’t the problem. Looking like this, I can’t hide what I am, I’m even proud of it. You see, Vince, the issue is how and why do some people use it for. In the years I’ve spent being a “Route D” guide, between Fort Apache 5 and MOB Liberty, the so-called “Dead Man’s Journey”, I’ve had to deal with a lot of contempt from clients. Until the situation got dangerous and I saved their executive asses, then the way they treated me suddenly changed.
─ You’ve mentioned the famous “Dead Man’s Journey”, of which many of our viewers have heard the famous Aristo Wild Bill talk so much about; we’ll take the opportunity to send him our warmest wishes, since his presence last week helped us break yet again the “share” record among sports and society shows.

»Moonchild, have you ever had the chance to share the road with him?
─ No, Vince, it seems that even though access to the Exclusion Zone requires a government pass and mandatory escort of at least one authorized guide, Wild Bill has a way to bypass proceedures. Besides, we all know the gunslinger doesn’t take company too kindly when he’s on one of his challenges.
─ Well, it sure sounds like a tough life, but you seem to have liked it. What took you from Dawn and brought you to space, among the Stars?
─ Back home, I became somewhat of an inconvenience. I’ve lost people I cared for and a client even lost… his life. Ever since then, I couldn’t continue as an authorized guide and without place for me there, I moved; and thanks to some contacts I got a job in private security.
─ At the very company that has sponsored your rise from the Junior Leagues to Aristeia!, Keller Resources, right?
─ Correct. A talent scout from the company came to me after a combat training session that got a little out of hand. His head was full with ideas from the success my fellow countryman Murtair had achieved in the Major Leagues. He barged into the changing room while I still… roared, ehm, transmuted. He was reckless, it’s nothing short of a miracle I didn’t strike him. He opened his arms and said: “You are awesome. And savage. And… I need you!” He’s still my husband, after all this time… ha, ha, ha.
─ Ha, ha, ha. Wow, unbelievable story! I’m sure Rhod will ask for more details.
─ Yeah, I remember him also saying that: “The crowd enjoys watching a Wulver like Duncan expressing his violence on the HexaDome. You’ll see how much he’ll enjoy when I turn you into an incredible She-wolf, howling to the Moon. And here I am, Vince. Ready to seize this opportunity.
─ I have no doubt about that. So here you have it, folks: Moonchild! Aristeia!’s new promise and surely your next favorite. Give her a round of applause!

“Sir, don’t make me angry. You wouldn’t recognize me when I’m angry.” 


In her initial form Moonchild is a vulnerable but otherwise relatively effective short range combat Aristo, with a cheap ranged attack out to three hexes and a solid melee option. Obviously her Switch is a key element to her effectiveness, although the range restriction does prevent it from being quite as impactful as it could be against more distant opponents.

The option to deal a point of damage to yourself at the resolution of a combat roll is very useful, as you  are going to want to get her to two damage as soon as you can. This form is far less effective overall, despite offering slightly longer ranged striking.

Moonchild transforms when she is about to go to the Infirmary, which makes it impossible to put this Aristo down with a single attack. Any attempt to do so simply results in a Dog Warrior. Furthermore this can't be shut down either, making her one of the toughest Aristos in the game. It ALSO ditches any and all tokens and markers on her, which means it can help mitigate states as well.

The Dog Warrior form of Moonchild is immediately notable for bringing six energy. This significantly mitigates the low movement of only three. Solid defense, brilliant Brawn (equal top with Maximus) and outstanding Agility (remember that Block result can cancel a Block your opponent rolls) combine to make for a true powerhouse.

Note the change in the range of the generic switch, so that it matches the range of her attacks. This MAY cause some confusion so keep an eye on it. Teseum Tomahawks is a very effective attack, the switch is useful, and thanks to Total Immunity you can't even suffer the effects of your opponents switches while you are on the offensive (or defensive, as long as it's an attack).

Berserk is an interesting mitigating factor, with Focused being fairly rare, but losing Cover is somewhat annoying. Having to attack a target in rage would hurt more if you didn't have six energy, but you can still do it and then move six hexes (or more with a good switch from Teseum Tomahawks) so it doesn't feel like too much of a disadvantage.





Her first Tactic is an enhancer for the Round and allows Teseum Tomahawks to gain a repeating effect with a relatively easy trigger. Note that this could be effective in either form, but obviously it's going to be more frightening when your opponent has to deal with the Dog Warrior combo of cheap attack and high energy.








The second Tactic which Moonchild can offer adds to Disengage for the Round and also either offers higher movement (in Dogface form) or damage (in Dog Warrior form) to those targets she disengages from. It's not something I'd necessarily go to first, but it can help her perform as a scorer, so useful depending on your team composition.








The third Tactic which a manager might select for Moonchild can allow her to bypass the typical requirements for transformation and immediately flip to her Dog Warrior form. The key issue is the cost, with a negative two energy penalty seeming harsh when in most activations (perhaps after the first turn) Moonchild should be able to do this anyway. But it may be useful with good state management in your team.









Last, but not least, Moonchild also offers the option to simply place yourself adjacent to an enemy up to four hexes away without any need for line of sight. Like all of her Tactics this one is selfish, but will be useful for keeping opponents pinned.







So, overall Moonchild is an interesting addition to the Hexadome. She will combo well with Hannibal, as he can trigger her attacks easily, and may sometimes want Bachmann to poison her so that she can get into Dog Warrior form faster. Like all Melee Aristos she will benefit from good State removal, and has the toughness to get benefit from a healer. She might not be the best first choice as a Tank, but she can do the roll if needed in her team and she's certainly going to be tough to put down quickly. While her final impact remains to be seen she's certainly already shaping up to be a solid choice.

Hexadome Lord of Thunder

Léi Gōng is The Lord of Thunder, in Chinese mythology, in the HexaDome, and on the battlefield. Fast, elusive, and powerful, Léi Gōng is a veritable force of nature who changes the course of any confrontation. Symbol and icon of the StateEmpire’s Invincible Soldier military-technological program, this champion is the spearhead of the Yu Jing Ministry of Information’s advertising apparatus.

The Invincible Army represents the soldier-citizen, the common man or woman who take up arms to defend their country. Any StateEmpire citizen could be found under the helmet of an Invincible, since discipline and technology empowers all those committed to Yu Jing. 

This is the message transmitted by the Invincible Army with each intervention. But the Yu Jing Ministry of Information knew well that even a society focusing on the power of the collective needs a person to embody that message, a face to identify with. Thus, Project Invincible Thunder (Wúdí De Léi) was initiated, with the aim of developing an armor for the HexaDome that would capture Yu Jing’s technological power and finding the hero who would wear it with pride and honor.

And if pride and ability were what they were looking for, the Ministry of Information could not have done a better job finding somebody embodying these qualities. Chen Zubai was a young officer with the Dāoyīng Operational Control Unit who had shown great tactical ability in Paradiso’s theater of operations and who seemed to have a bright future ahead of him, only hindered by his boldness and his appeal for danger that sometimes compelled him take his orders to the limit. The son of Party members with an impeccable record, handsome and brave, this officer was the perfect image for any recruitment poster, and even more so for the HexaDome arena. Consequently, Chen Zubai underwent a period of intensive training during which he developed a personal combat style that took advantage of the technological advances that Yu Jing’s militaryindustrial machinery had developed for Project Invincible Thunder. 

Taking “Léi Gōng” as his nom de guerre, he was presented in Aristeia! with one of the largest media displays ever seen in this sport. Regardless, he has soon proved that the only advertising he needs is nothing more than being given more time in the arena. His exploits in the HexaDome and his plethora of victories quickly have made him become a star in his own right and a source of pride for Yu Jing.

With his overwhelming charisma and a bold, boastful attitude, Léi Gōng has earned himself fans and followers all over Maya; he knows he is one of the best and he likes to brag about it. His is a combination of skills, attitude, and success that is truly irresistible to the public.

“When the thunderclap comes, there is no time to cover the ears.”


In his initial form Léi Gōng is a mobile Aristo with reasonable defense and the ability to both place Smoke and use it to further enhance his mobility. Both his action Mirrors of Lei Gong and his default switch allow him to place himself on a free space with Smoke. This, combined with his Move, allows him to get around the hexadome very easily, especially if he has another Aristo to put Smoke out for him before his activation.

Thanks to his automatic ability Spiritual Vision he's always going to be able to ignore Smoke himself, but Lightning Bolt is more likely to trigger his Switch than to actually do damage. Of course, that can also be used for further mobility.

The transformation ability for Léi Gōng is exactly that, a zero cost action which allows you to flip the Character card but requires you to retain all tokens and markers (no free healing here).

Once transformed Léi Gōng has reduced Defense but increased Brawn and Agility. His universal switch remains the same, and he now not only ignores Smoke but actively seeks it out for bonus damage output.

Obviously the key element here is Closed Barrage, the attack which allows Léi Gōng to put out (assuming you can get to a Smoke before firing) an automatic Crit and three orange dice. This is truly horrifying for any low health Aristo who catches his attention, but equally devastating when leveled at tougher Aristos thanks to the action switch which cancels Block results (and remember, if he's shooting out of Smoke he doesn't need those himself because he can't take damage).

During the Preparation Step you are going to be flipping Lei Gong back to his Initial Profile, but this doesn't seem like much of a disadvantage given that improves his defenses. It's likely that you will want to activate him late so that he's exposed for the least time possible with his weakened defenses.





The first Tactic which Léi Gōng brings to the hexadome makes spaces with Smoke into Blocked Spaces for the remainder of the Round. This can wall off sections of the hexadome, block off Aristos, and synergizes very well with Bìxié to further enhance her mobility. This could be a truly game winning Tactic, especially if you are running Kozmo and Táowù.









Your second choice, as a manager bringing Léi Gōng into the hexadome as part of your team, is a debuff. It hits a single target in LoS of Léi Gōng and up to five hexes away for a damage and either an Initiative penalty or a Movement penalty. Not terrible but very overshadowed with the other options available.









Thirdly Léi Gōng offers the option to bring in a protective effect, which prevents an ally in Smoke from taking any damage. It also allows you to put out extra Smoke if used on Léi Gōng himself, and lasts for a full Round. It's a generous Tactic with great timing and another potentially game winning option.








Last, but certainly not least, Léi Gōng can cross the hexadome with an unlimited range place effect which only needs a Smoke to target. While you can't go straight into a Scoring Zone and can't make any Attacks during the Activation it is used (can you Attack before this is played? perhaps not, you might not be able to use it if you have Attacked) it can still allow him to score from otherwise impossible positions.




Overall Léi Gōng is a very interesting striker with very solid potential as a scorer. His Tactics options are brilliant and well worth recycling where possible. He won't always benefit from Hannibal in terms of a damage bonus, but really loves his Tactics support, and Wild Bill or Oberon will be good for the same reason. Of course, he works so well with Bìxié, Kozmo and Táowù that "Team Yu Jing" will be a solid option (and, of course, if you agree with us that Mushashi is far more Yu Jing than ALEPH then you even have a Melee option to run with them). He's going to be an interesting option, even if his weakness to direct attacks offers one straightforward counter.

So, that's it for Double Trouble.

What do you think of this expansion?

Who are you going to try first?

Let us know what you think about this new style of article. Is this something you'd like to see more of? How could we do it better? All feedback appreciated, below, on Facebook or via the CB forums.


Wednesday 1 January 2020

Aristeia! - The Rivals - Laxmee


"MAYA HAS ITS OWN SPIRITS, AND I AM THEIR LAIBON."

People come in two flavors: those who use Maya, and those who understand it. Laxmee doesn’t just read Maya, she converses with it. She has that intuition. She can influence her teammates, or her enemies, with subtleness and discretion. Her programs are those little weights that end up tipping the balance in her favor.

The infohacker Laxmee conjures up programs like a Maasai laibon calls down the rains.

The Maasai were a tribe of proud warriors and hunters, but they were driven out of their native Africa and resettled aboard the Nomad mothership Corregidor. As a young girl of Maasai descent, Laxmee seemed doomed to feed the cycle of criminality plaguing Corregidorian youth, especially once she enrolled in one of the gangs vying for control over the more impoverished fringe sectors of the ship. One momentous day, her gang hit a supply barge moored on their turf and found a shipping container full of military equipment. When it came time to divvy up the swag, Laxmee ignored firearms and ammunition as soon as a particular piece of gear caught her eye: an honest-to-goodness infowar hacking device. But, by gang rules, everyone who wanted that piece would have to fight for it. Laxmee never backed down—she was too true to her Maasai heritage for that—and one by one the other contenders bit the dust, earning her the prize.

But the gang leaders didn’t realize the army would never forfeit that kind of materiel, and within hours they were in the custody of the military police. Laxmee had no illusions about her bosses’ ability to withstand a Corregidor-style ‘debriefing’, so she resolved to abscond with her toy rather than wait for the other shoe to drop. She stowed away on a random freighter and thus begun her journey across space stations and caravanserai the Sphere over, always carrying her hacking device, always a fugitive of the law.

Laxmee took to programming very soon, and her abilities grew as she met other underground hackers on her travels and constructed a network of contacts. Maya, the interplanetary data network, became her only true home. Soon, breaking encryptions and stealing secured data became routine. Using counterfeit qualifications, she was able to quit dock work and get herself a cozier job as IT at a recreational cruiser, which left her plenty of free time to moonlight as an information broker. Her new job also gained her access to multitude of high-value targets such as megacorp executives and travelers with suspiciously high-security comlogs. After getting the data, Laxmee only had to sit on it for a prudent amount of time before hawking it in the black market. It was a solid, profitable system, but the sensation of impunity was too heady for Laxmee, and she became overambitious.

One night in particular, she broke into a portable data vault owned by an eccentric-looking businessman. It was a clean job, quick and traceless, but then again all her jobs were clean. Only when she opened the decoy data did she realize her mistake, but before she could react the door came crashing down. A gigantic blonde marched into her cabin and pinned her against the bulkhead. The bogus businessman sauntered in after his associate, smiling appreciatively.

“Outstanding job, kid. My name’s Hannibal, as you might have deduced,” he said, nodding toward the screen. “I’ve been looking for someone with your kind of talent. I’m gonna make you an offer you can’t refuse.”


If you are a player who selects Aristos on the basis of their raw attributes then Laxmee is one who you would most certainly overlook. At best her Initiative, Movement and Energy are all average. She has a weak Defense and very low Health, she isn't offering much in the way of Brawn or Agility either. The best thing on offer here is the automatic Special result on her Agility, which can at least give her a movement boost if she does Disengage (but doesn't offer another opportunity to do so, remember that Movement Point will be lost with the rest if you fail) .

But, like all dedicated Support Aristos, it is in her Actions that she really shines. Like hEXx3r, her generic Switch gives her better mobility than is suggested at first glance. The ease with which she will hit this is, however, somewhat balanced by the fact that it is only of use during her own Activation and that it doesn't allow for avoiding Disengaging entirely.

D/BUff3r is at the heart of Laxmee's functionality as a support Aristo. At only one Action Point it's cheap to use and targeting opponents it can apply the Stunned State, or the Focused State on an Ally. With Range 0-5 it has solid reach, and as it does not require Line of Sight Laxmee can do her job without being exposed. Best of all she can also give herself a Focus (not useful here, as three Yellow dice are already involved, but perfectly usable elsewhere). With two Action Switches, one to apply Stunned to the opposition and one to apply Focused to an Ally, she has a reasonable chance to get a second effect in addition to a little over 70% of applying the selected State to the original target.

The other side of Laxmee is her State management. The first part of this is Purge '92, an Action with a one AP cost and the same no-LoF 0-5 range. This can benefit from the Focused State (as it's not already maxed on Yellow dice) and pulls a State token off the Target. Combine this with Fairy Dust to allow Allies to burn Focused tokens in order to remove States at the beginning of any Allied activation (important if you need to get rid of a Prysm Taunt before that Aristo activates, for example) and you have excellent control over States.




Laxmee brings the fairly typical mix of a couple of "selfish" and a couple of "generous" Tactics. Although the Support nature of her "selfish" Tactics does make that distinction seem fairly petty.

The first of these, "selfish" really only in terms of timing, is 4-Kaleidoscope. This applies the Stunned State to every opposing Aristo within range 1-7 without any need for LoS. While Laxmee likely needs to advance, with only moderate timing it's very unlikely that you'll need much effort to hit the whole opposing team. This allows you to focus Laxmee on buffing for a Round, while significantly impacting your opposition as a whole team.

Second, and probably the most feared of Laxmee's Tactics options, is the "generous" option, Atom. This makes one face to face roll into an almost automatic positive result for you by removing all the dice your opponent had except for a single basic die. This won't save you from truly hilariously bad outcomes, but it makes for a roll which is pretty much guaranteed to go your way. Obviously this is very useful offensively, but it can also be a fantastic defensive tool. If you draw your opponent into playing Tactics to add dice to their roll, especially by adding dice to yours first, then this can be a particularly devastating play.

Thirdly Laxmee offers the choice of the most effective state clearing Tactic in the game. While there might be some limited situations where Padre Mendoza's "Tabula Rasa" will be more effective (where your opponent also has Focus, and/or Bachmann stacking states on himself), most of the time "Team Reset" will offer the larger benefit, sweeping away the states on your team while leaving those which you have placed on the opposition in place. The only thing which makes this a marginal choice is Laxmee's existing suite of strong state clearing capabilities, which make it an unnecessary investment in many matchups.

Last we have another Tactic choice which is really "selfish" only by the strictest definition of timing. "Team Upgrade" allows you to drop a Focus onto every member of your team, no matter where they are in the Hexadome. While this can be effective, it often isn't necessary because Laxmee is pretty good at ensuring that her Allies will be focused when they need to be, and she will often do it incidentally while putting out Stunned onto enemy Aristos. However this can allow her to continue to offer effective support in turns where she is badly out of position, needs to focus on moving to score, or is returning from the bench.




Check out the video above, from Shameless Mayhem. They have an extensive range of videos on YouTube, of which their Aristeia 99 series is designed for newer players. They also regularly stream on Twitch, so be sure to check out one of their matches.

Obviously Laxmee, with her team buffing from Focus, enemy debuffing from Stunned and excellent State management, is an outstanding Support Aristo. The fact that she can perform these roles without requiring LoS helps to mitigate her fragility, although once she has those states out a trip to the Infirmary seldom seriously hurts her match. However she has a relatively strong secondary Scorer role, as she gains a lot of mobility from her Switch. She is especially effective in countering many other Support Aristos, as getting hit with Stunned has a disproportionate impact on Aristos who rely on hitting a single success off less than stellar odds than strikers who are likely putting out several. Team mates who use Special results to power Switches are going to be especially fond of Laxmee on their team, with Mushashi and Bill being two of the biggest benefactors.

When considering the Scenarios in which Laxmee is a strong pick, it's important to keep in mind that she is more mobile than the first glance might suggest. This means that she has more to offer in Assault or Scorched Earth than some might think. Of course, she does have a limited range, so Blitz or Conquest will be tougher and it's unlikely that she is going to be a great pick there. For damage focused Scenarios like Carnage she does have a lot to offer in terms of her support output, but obviously her vulnerability needs to be kept in mind and mitigated if possible.


Laxmee's greatest rival from the ranks of the Hyperpower is the slightly more offensive, but nevertheless dedicated, Support Aristo Eclypse.

Eclypse brings better attributes, especially in terms of her defense, but requires LoS for her abilities which does expose her to more risk.

Thanks to Black Lightning Eclypse has some strong damage potential, with Switches on both Successes and Special results offering access to Marked and Dazzled. Her Automatic Ability, Penumbra, allows her to get the Hidden state out on an adjacent Ally, further expanding her support capabilities.

However, the key aspect of her play function is in the Action Moon Cycle. This allows states on enemies and allies to be flipped, either back up (to keep them going) or down (to reduce their effect and step them towards elimination). The key limitations are the range and LoF requirement on the ability, and the simple fact that Eclypse has no inbuilt ability to mitigate her own states.

In terms of her Tactics Eclypse offers rangeless access to Marked and Hidden on a target, as well as the option to flip any number of states on a target. She can also allow you to Displace a target which is either Hidden or Marked (allowing use to replace an opponent or shift one of your own team).

Overall Eclypse is a slightly more aggressive Support Aristo than Laxmee, but offers a similar package of state effects and better defense. The real cost is her inability to protect herself from states well, and far less powerful Tactics.


Laxmee is one of the Aristos with the most singular focus. When you pick her you are taking a Support, and little else. However she brings good buffing, debuffing and state management, allowing her to act as a one-stop-shop for team support and letting the rest of the team focus on other roles exclusively.

For more info on this Aristo you can check out the official Corvus Belli In Depth article or check out the CB Forums for further discussion.


So, is Laxmee a favorite of yours?

How do you use her?

Let us know in the comments below, on the forum, or on Facebook.