Model Breakdown: The Syzygy Sisters

Model Breakdown: The Syzygy Sisters   


This model is very potent, and also very complicated. For 10 stones, the main thing it gives you is versatility. Every turn, you can pick one of its 3 on-card actions to be their bonus action for the turn. They also get to attach 1 of 2 upgrades, one giving a melee attack and the other giving a ranged attack.

All 3 of its on card actions are potent, and one of them gets to be a bonus action.

  • Lure with a mask trigger to give either focus +1 or distracted +1
  • Fallow Night drops a scheme marker as a shockwave (once per activation)
  • Moon’s Protection: similar to Heroic Intervention, except this can take any attack action (Lure, punch, or shoot) against the target. Note that this is how you can get 3 attacks out of this model without getting Fast

A few example activations:

Turn 1: Pick Lure as the bonus. Walk forward, concentrate for a focus, lure your master/big beater up and give it focus

Scheme activation: Pick Fallow Night for the bonus. Take Dark Stone for Avoid Doom to protected against black joker on Fallow Night.

Ensnare, interact Fallow Night

Death Beds: Fallow Night, shoot, shoot

Beater activation: Pick Moon’s Protector for the bonus. Pick upgrade depending on the opponents defenses. Moon’s protector, attack, attack.

Late game: Pick Fallow Night for bonus, use lure to score and deny positional points



The upgrades just further enhance the versatility of the model. Both give Fallow Night a tome trigger to remove 1 marker (either scheme or non-scheme).

Pale Light: Combat Finesse and Mobile Warrior make you very difficult to punch or lock down. Pale Blade is a solid min 3 attack with Mutilate for debugging enemies and Burst of Speed for ping damage and getting out of engagement.

Dark Stone: Avoid Doom if you’re afraid of Black Joker-ing something important, and Bullet Proof for protection from guns. Piercing Darkness is the spikier damage track of the 2 options at 2/4/6, with armor piercing and devastating strike for blasts AND plus to damage. Its important to note that if you take Dark Stone, the model does not have a melee to engage enemies.


Positives: They take several games to fully unlock, but they provide a lot of tech that Neverborn doesn't have in abundance. Ranged scheme marker dropping, marker removal, and armor piercing are the main things I think about with this model. The biggest strength of the model is how flexible it can be. Depending on what high cards you have in hand, you can pick an attack that can put those to use very effectively. If you only have moderates in hand, this model can still do its on-card actions and get work done. 

Drawbacks: It doesn't have much defensively other than regeneration and stat 6 on everything, but if you pick your upgrades correctly and at the right times, it can be a fairly tanky model. The hardest thing about using it well is that you have to make 2 big decisions when it activates: which action is your bonus, and which upgrade to take, and in timed settings that can be easy to make mistakes with.


If anyone has experiences using them, please comment below or reach out on Discord/email!

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