Top Ten best (and 5 worst) relics [part 1]

#10
Nul’s Hammer and Angrir’s Hammer [tie]
These are the two hammer relics actually worth running AS relics somtimes. For 8 points, each grants a bunch of abilities to improve a piece’s effectiveness:

  • Angrir’s: Charge, Steal Energy, Regen AND + 2 AV.
  • Nul’s: The same +2 with Willpower and Running Shot at 4 range minimum.

When a simple 5-6 roll gets all of that, it’s no wonder they make the list, especially over their equal-priced but less loaded fellow hammers. But they’re at the bottom because both are overshadowed by the fact that the Book of the Skull makes them each automatic for just one point more.

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#9
Fragment – Cyclops
One of the most recent additions to the relics roster, this 5-6 roll relic grants Poison, Ranged Combat Expert and Flight for 10 points. It flame-claws a place on the list for being useful for 0 range pieces and shooters alike, making it easier for the former to maneuver in close with Flight, giving the latter better accuracy and firepower with RCE and helping both with the offensive and deterrent factor of Poison.

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The fifth worst relic has got to be the Rebreather [No Man’s Land]. Despite a fair 50% roll and a semi-modest cost of 6 points, what good is Willpower in water, really — especially since relics can’t be placed in water terrain to immediately get the bonus? Immunity to Poison isn’t great shakes, either, when simple Toughness does the job about as well.  Completely sunk by its way cheaper yet overpowered twin on the Utility Belt (wait, a mini-Aqualung can give me super speed if I start by swimming?), this relic chokes every time.

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