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====Character Solos==== *'''Aelyth Vyr, Blade of Nyssor''': Mk. 3 has introduced the idea of attachments that aren’t attachments. Enter angry elf Santa. On his own, Aelyth is a tough bastard. Literally. He also hits hard and has cleave for an extra hit if he lands a kill, which is easy with his excellent MAT, decent sword, and weapon master. But what really sells it is how tough he is to kill. He has Hard, which means no impact or collateral, so you have to hit him. He has steady, so you can’t knock him down. And even if you disable him, he gets one last advance and attack. He also grants Ryssovass in his bubble Hard, making them even more annoying to kill. If you field Ryssovass Defenders, you should strongly consider fielding him alongside. Otherwise, he’s a tough warrior solo that your enemy is going to have a frustrating time dealing with. *'''Elara, Tyro of the Third Chamber:''' Elara is a bit odd, but has some use. Like the other apprentice warcasters, she's squishy and has a limited range. Her offensive spell is also difficult to hit with her low focus. That said, Convection is useful if you can reliably kill with it, and Speed of Death is fantastic on proximity 'jacks. Gorgon and Banshee in particular benefit from it. Apparition can keep her mobile, either out of range or set up for a charge, and her sickles, used correctly, can give her 'jack a serious boost if used correctly. *'''Eiryss, Mage Hunter of Ios (pEiryss):''' Eiryss has been killing people for the Retribution since before the Retribution was cool. An upside of taking one of the mercenary Eiryss pieces is that you can use her in lists for armies besides Retribution. *'''Eiryss, Angel of Retribution (eEiryss):''' So you thought Eiryss1 was a bitch? This is she, matured into a full-grown bitch. She doesn't have the same potency of her younger self, but is more reliable. She is still squishy, but between all the special rules, assault, weapon master in melee, and a ton of mobility, she's still a very dangerous threat. *'''Fane Knight Skeryth Issyen:''' Mk. 3 has moved Skeryth into something of an odd place. His ARM is now a bit higher, and the mounted rules give him a bit more offensive utility. He also picked up shield guard, so he can work to protect vulnerable targets. Retribution players are working where to squeeze him in, but for the moment, you can think of him as a Shield Guard to protect vulnerable casters with some offensive punch if needed. *'''Nayl:''' Souless anti-magic suicide bomber. Can't be targeted by spells (even your own) and when he dies everyone within 8" loses all focus/fury and can't cast spells for one round (it affects you too). He does respectable damage, besides all that, and has Stealth and Advance Deployment, so he can walk your Mage Hunter Assassins up the field. Be very careful with him: if the enemy manages to have a 'jack throw him into your warcaster before killing him, he can seriously mess up your day. Treat him as if he were a live grenade. The best use of Nayl is typically in conjunction with other solos: run them along a flank, send Nayl at the enemy warnoun, and watch your opponent's ensuing headache as he picks from several bad options to deal with him. *'''Narn, Mage Hunter of Ios:''' The character version of the Assassin. Doesn't have the nice reach or decapitation, but instead he's got two melee attacks and is incredibly mobile. He can use Acrobatics to hop right through your opponent's lines with a charge, ignoring free strikes while he does so, kill a nice target, and then move quite a distance with Sprint to get into cover. Remember: back strikes are your friend, and it's very easy for Narn to get them with Acrobatics. On the charge, he can kill most warcasters from full health with a bit of luck.
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