Work in progress: numbers are still being tuned. Messalith is in development. This wiki is generated from the game's current build, so every figure here can change.

Enemies

The Glass Court's forces

The Glass Court's units in Messalith: Wardens, Lucents, Iridants and Scintles. Stats, weapons, how each one fights, and how a Court force is made up.

The Glass Court

An off-world crystalline people who came long before the exiles. They hold the western uplands, forge Neuro-Crowns and field Wardens. They mine the basin floor and take exiles as labour and as minds to calibrate crowns on.

Ruler: Regent of Facets. Soldiers: Wardens.

The whole Court is crowned, at Tier II, but Court glass is salvage-class, so their weapons never get conduction. Every Court kind acts in the Wardens' turn. For who they are and what they want, see the Glass Court.

Glass Court Wardens, Lucents, Iridants and Scintles in stained-glass armour on a highland by day, facing the squad
The Glass Court on a highland

At a glance

UnitHPAimDefenceMobilitySightWeaponHeight
Warden660059Warden Lance1.95 m
Lucent12651059Crystal Blade2.4 m
Iridant7655510Glare2.3 m
Scintle665559Splinters2.25 m

Warden

The Court's soldier and the core of every Court force. A Warden carries a lance and fights from cover at range.

HP6
Aim60
Defence0
Mobility5
Sight9
Crown tier2
WeaponRange (best)DamageAimCoverConductionNotes
Warden Lance12 (8)3-50countsno-

How it fights

  • Fires at the shot with the best expected damage, if its best chance is at least 35%. Below that it sets overwatch.

Notes

  • Resists a Voice's command on 30% or less (a Voice's crown above Tier I takes 10 off).
  • Falls with 1 Court crystal on 35% of kills.
  • One Warden in each pod is drawn as a Captain, taller (2.15 m). It has the same rules as the rest.

Lucent

A melee elite, 2.4 metres tall in stained-glass plate, with a two-handed crystal blade. It joins larger forces, every siege stage and any force from a garrison of 5, and it comes at the squad.

HP12
Aim65
Defence10
Mobility5
Sight9
Crown tier2
WeaponRange (best)DamageAimCoverConductionNotes
Crystal Bladebeside it4-60ignores itno-

How it fights

  • Closes in: a tile beside a known exile is worth far more to it than cover.

Notes

  • Resists a Voice's command on 60% or less (a Voice's crown above Tier I takes 10 off).
  • Dread doesn't shake it.

Iridant

The Court's psychic caster. Its Glare is a lance of refracted light: light damage, and an exile it hits is dazzled, with -20 Aim and 4 less Sight until the end of their next turn. It takes no Will and a Mend doesn't lift it. Iridants stand back in cover behind the line, so most Glares come out of the fog.

HP7
Aim65
Defence5
Mobility5
Sight10
Crown tier2
WeaponRange (best)DamageAimCoverConductionNotes
Glare10 (8)1-3+10countsnoa hit dazzles

How it fights

  • Keeps its distance: it wants the nearest known exile 6-8 tiles away, in cover, and weighs high ground at 10 a level.
  • Fires at an exile not yet dazzled, if its best chance is at least 35%. Below that it sets overwatch.

Notes

  • Resists a Voice's command on 60% or less (a Voice's crown above Tier I takes 10 off).

Scintle

A ranged elite that flings crystal splinters from mid range, accurately, in light plate.

HP6
Aim65
Defence5
Mobility5
Sight9
Crown tier2
WeaponRange (best)DamageAimCoverConductionNotes
Splinters9 (6)2-3+5countsno-

How it fights

  • Keeps its distance: it wants the nearest known exile 6-8 tiles away, in cover, and weighs high ground at 10 a level.
  • Fires at the shot with the best expected damage, if its best chance is at least 35%. Below that it sets overwatch.

Notes

  • Resists a Voice's command on 30% or less (a Voice's crown above Tier I takes 10 off).

How a Court force splits

Wardens are the core. Scintles join from a force of 4, an Iridant from 5, a Lucent from 6. Wardens are never fewer than a third of the force and never outnumbered: when they would be, the Iridant steps out first, then a Scintle at a time. Raiding parties are Wardens alone. In a pod, the Lucent stands nearest the squad and the Scintles and Iridant deepest.

ForceWardensLucentsIridantsScintlesWith a Lucent forced in
110001 / 0 / 0 / 0
220001 / 1 / 0 / 0
330002 / 1 / 0 / 0
430012 / 1 / 0 / 1
530112 / 1 / 1 / 1
631113 / 1 / 1 / 1
741114 / 1 / 1 / 1
851115 / 1 / 1 / 1
951125 / 1 / 1 / 2

By mission:

MissionGarrisonEnemiesWardensLucentsIridantsScintles
Attack133000
Defence153011
Siege, outer works132100
Siege, walls142101
Siege, citadel152111
Attack243001
Defence263111
Siege, outer works242101
Siege, walls252111
Siege, citadel263111
Attack353011
Defence374111
Siege, outer works352111
Siege, walls363111
Siege, citadel374111
Attack463111
Defence485111
Siege, outer works463111
Siege, walls474111
Siege, citadel485111
Attack574111
Defence595112
Siege, outer works574111
Siege, walls585111
Siege, citadel595112