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===Solos=== *'''Agonizer:''' A Fury storage tank that can debuff nearby enemies. All its abilities mostly just force the enemy to root out the Agonizer and kill it first or accept that their warjacks and warbeasts are suddenly ineffective, the stored Fury is convenient if the enemy decides to pull Fury off your beasts. *'''Ancestral Guardian:''' A beatstick solo that hits like a light warbeast. It's a construct that gets souls from friendly models that die in its command radius, and can spend them to buy attacks and boost to hit and damage with a POW 13 weapon and MAT 8; it's slow, but not overly so, and it's got Defensive Strike, which makes it work well in a defensive line loaded with armour buffs. *'''Paingiver Bloodrunner Master Tormentor:''' A solo-hunting solo. He has Thresher and Anatomical Precision so he can chew up most infantry, with Advance Deployment, Pathfinder, and Stealth he can run around the flanks without worrying about getting too far from your army. *'''Mortitheurge Willbreaker:''' A beast support solo. He can force beasts in his command radius even if they've escaped your warcaster; fairly convenient for Archidons under casters with small control areas, and he has several magic abilities that let him grant rerolls to a friendly, take control of enemy warriors and attack with them, and grant extra attacks to your warbeasts. *'''Extoller Soulward:''' A support solo; he holds souls from friendly models and can move them to Ancestral Guardians. Convenient if more models die than you have Ancestral Guardians to hold the souls; it has a ranged attack that works better against Hordes armies than Warmachine armies and can grant Eyeless Sight and Magical Weapon to your gunbeasts. *'''Paingiver Task Master:''' The reason Skorne does Gatormen better than Gatormen do. Minions in his command range cannot be knocked down and he can grant a Minion unit either +2Str or Fearless and Tough on his turn. If you're taking any Minions and you're not running the Taskmaster something's gone horribly wrong. *'''Void Spirit:''' An Incorporeal Undead Abomination. The folk wisdom that boosted POW 12s kill casters is pretty relevant to him since he gets an extra damage die against living models, he exists to get around the edges and go for the throat. He can chew up infantry in a pinch since models he kills explode into a cloud effect that does fire damage to people in it. *'''Aptimus Marketh:''' A fellow to make your caster more efficient. He can use one of your caster's spells once per turn, he can hold onto soul tokens, and he can spend souls to upkeep your caster's spells. If he's fighting someone something has gone horribly wrong but otherwise he's potentially five extra Fury. Keep in mind that Marketh's spells count as being cast by the original caster, which can lead to interesting situations like Marketh letting Makeda3 advance with Eliminator. *'''Hakaar the Destroyer:''' He's an Ancestral Guardian only scarier; he has two POW 13 swords or a POW 18 Combo Strike, MAT 8, an extra ARM for every soul, and an ability that imitates Vengeance over his lesser brethren. *'''Tyrant Rhadeim:''' A murderous dragoon riding a ferox, he gets the Combat Rider and Leap abilities from his cat. His POW 12 Armour Piercing attack is his primary selling point. *'''Tyrant Zaadesh:''' Your Lesser Warlock. A fresh-faced lad with a broadsword larger than he is, he can move a Titan up the field quickly with Perdition or run several lights/lessers with pseudo-Gang on his battlegroup. He can't take much of a hit but he does have access to an ability that lets him hand off a ranged hit to another model in his battlegroup. Probably best run with a pair of lights or lessers and screened by friendly units.
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