Blue Team: The Sable Odyssey
Vessel: The Sable Odyssey.
The Sable Odyssey was constructed as a fishing vessel about
ten years ago on Hunter Johnson Island, an island about 900
miles south of the Tormented Crest. It was recently hijacked
by pirates, abandoned two months later, and salvaged by the
crew of the Patience, a mercy vessel that rescues lost ships
and people. The Odyssey has been staffed by a skeleton crew
from the Patience and now finds itself in the middle of the
fight for the Icebreaker. They believe they can salvage the
Icebreaker and return it to its proper owners.
Strategy: The Blue Team is
full of characters who are not so brilliant by themselves,
but who can fairly reliably Call Ally (2 or 3 sides on each
teammate). This means that to do well, the Blue player must
develop quickly and call his whole team onto the table. Along
with Orange, Blue is probably the easiest army for beginners
Captain: Liam Hart. Captain
Hart was first officer aboard the Patience and is proud to
be entrusted with the command of the Odyssey. Perhaps a little
too proud, he has probably gotten into an untenable situation
in this fight over the Icebreaker. Hart is a fierce, dark-haired
man in his forties, with a piercing gaze, thick eyebrows,
and a generally cold attitude. He wears a hooded cloak and
gauntlets, and fights with a Shrapnel Gun, a short white rifle
that fires super-hot metal fragments, and which can actually
process scrap metal into ammunition. Here is Hart's bio from
the Diceland rulebook:
Captain Liam Hart commands the Sable Odyssey, itself a salvaged
derelict. His skeleton crew, on loan from the repair ship
Patience, was en route to return the Odyssey to its owners
when they stumbled across the Icebreaker, and three armies
battling for her.
Hart's team specializes in the resurrection of ghost ships,
and unlike the other crews on the scene his is the only one
with the tools to bring her back to life. Hart has decided
to delay the return of the Odyssey to take a chance on reviving
Strategy: Blue has two Commanders,
Hart and Crane. It's useful in a team that develops quickly
to be able to command with more than one character, but remember
that Commanders are immune to Command while they are Commanding,
meaning that you don't usually want both Hart and Crane on
a Command side at the same time.
First Officer: Helen Crane.
Helen Crane is a surveyor and mechanic, as well as an experienced
navigator. She is the Liam Hart's second in command, and technically
more qualified than he is, which has been a source of friction
on this short voyage. Helen is a slightly heavyset woman in
her forties, with a conservative short haircut and thin reading
glasses. She specializes in identifying derelict vessels,
fixing them if possible, and salvaging the parts if not. She
is used to having a team of engineers working for her, but
has no such luxury aboard the Odyssey. She fights with a petite
laser pistol and is also talented at hand-to-hand fighting,
and stronger than she looks.
Strategy: Helen is a Commander
and also a Mechanic, making her more a support die than Hart.
She has a couple of nice low-point shots and a consistently
high block, but she's worth a whopping 8 points, so you don't
want to get her into a bad situation. It's the combination
of Call, Command, and Repair that makes her such a valuable
Engineer: Z-Don 45. Z-Don is
a similar robot to R-Dat 28, the Helmsman on the Bucktooth.
However, this model is a fighting robot and more autonomous
than R-Dat. Z-Don 45 has been reprogrammed to act as an advisor
to Captain Hart, as well as a mechanic and fighter. He looks
like R-Dat, except with a red finish and red detailing. He
fights with steel darts and a strange miniature jackhammer.
Strategy: Z-Don is a decent
starting die, with his best starting side probably being his
side 5, an omni Poison Dart 2. He has higher Hits and better
blocks, but this is the side that will strike the most fear
into most enemies (unless they have two robots). In general,
Z-Don is a fairly predictable fighter with the added bonus
of Calls and Repairs.
Fighter: Gavin White. Gavin
has one purpose aboard the Odyssey, and that's to defend it.
Because of the dangers of salvage work, every vessel in the
Patience's fleet has at least one dedicated fighter. Gavin
is a good one, and exceptionally dangerous. He's certifiably
insane and unpredictable, but fiercely loyal to his captain
and crew. The crew are careful never to turn their backs on
him, of course. Gavin is a tall blond man, strong and very
lean, and he wears white gloves, a long white robe, and white
pants with braided leather bands around the legs. His face
is decorated with a mask of robotic augmentations, sort of
a bionic tattoo. He fights with a pair of poisoned D-shaped
blades of his own design.
Strategy: Gavin is an assassin
with Backstabs, Poison, Calls, and one Jump. He has good maneuverability
and a range of great killing effects, but his consistently
low block (6 at the highest) makes him still only worth 5
points. Although his backstabs are powerful, Gavin's primary
hits are pretty low, so you must be able to throw him accurately
to get the best use out of this die.
Wizard: Mull. Mull is a large,
hairy blue creature about 8 feet tall. His race thrives in
the coldness of the planet, and he wears clothing only for
decoration, not warmth. He is a farmer and an earth magician,
and his immunity to cold makes him among the first aboard
any salvaged vessel.
Strategy: With his Power Up
7, Mull is a good defensive starter die. He's also great to
roll early because of his three Call Ally sides, so you may
have to choose between putting him out first and throwing
him next. Mull is covered in Shockwaves and Power Up magic,
so he's also particularly useful when both sides have lots
of dice in play. Because the Blue team tends to get more dice
out than the other teams, Mull's Power Ups are more useful
than they might be otherwise. All this, and his immunity to
Ice, makes Mull cheap at only 7 points.
White Team - Green
Team - Orange Team -