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==Abilities Overview== * '''[Reaction] Baffling Parlay''' A fighter can make this reaction after they are targeted by a melee attack action but before the hit rolls are made. Subtract 1 from the Attacks characteristic of that attack action, to a minimum of 1. * '''[Double] Feeding Frenzy:''' A fighter can only use this ability if an enemy fighter has been taken down by one of their attacks this activation. Remove damage from this fighter equal to the value of the ability. (All) ** ''Ability Commentary:'' Not much to write home about here. It's nice to have a healing ability on a double but it's fairly conditional. Typically Flesh-Eaters have better things to be spending doubles on. * '''[Double] Skewering Strike:''' Add 1 to the Strength characteristic of the next melee attack action made by this fighter this activation. In addition, if that attack action scores a critical hit, until the end of the battle round, the target fighter cannot make move actions or disengage actions. (Crypt Infernal, Crypt Flayer) ** ''Ability Commentary:'' The strength boost is a nice little added bonus, but the real meat of this tactic is the second half. Trapping an enemy who might be otherwise trying to flee gives us some nice utility, particularly for keeping ranged fighters in check. Only getting the trap effect on a crit does make it somewhat unreliable though. * '''[Double] Unnatural Vitality''' (Abhorrant Archregent and Ghoul King): heal yourself. * '''[Double] Chosen of the King:''' A fighter can use this ability only if they are within 6" of a visible friendly fighter with the Leader runemark. Until the end of this fighter's activation add 2 to the Attacks characteristic of melee attack actions made by this fighter. (Crypt Haunter, Crypt Horror) ** ''Ability Commentary:'' Conditional but doubly potent '''[Double] Onslaught'''. Considering a Crypt Haunter can always make use of this and it's usually not too difficult to position your regular Crypt Horrors to be within 6" of our leader, this is one of our greatest abilities, turning any unit that uses it into a one-model blender. * '''[Triple] Terrifying Frenzy''' (Varghulf Courtier): Add up to 3 to the Attack characteristic for the next action. * '''[Triple] Stir of Black Hunger''' (Abhorrant Archregent and Ghoul King): Add 1 to the Attacks of all friendly fighters in range. * '''[Triple] Bringer of Death:''' Add the value of this ability to the Move characteristic of friendly fighters within 6" of this fighter when they use this ability, until the end of the battle round. (Leader) ** ''Ability Commentary:'' This one cranks our already excellent mobility up to eleven. Used appropriately, it can allow our leader and any units strategically placed nearby when we pop it to rocket anywhere across the map. This ability offers excellent utility and there are few missions and match-ups were it won't come in handy. * '''[Triple] Death Scream:''' Roll 1 dice for each visible enemy fighter within 8". On a 5 allocate 1 damage to them, on a 6 allocate damage to them equal to the value of this ability. (Crypt Infernal, Crypt Flayer) ** ''Ability Commentary:'' Our only form of ranged attack. It's nice that we get a roll to boop every visible enemy within 8", but a single damage on a 5 and a 6 needed to do any substantial damage, a Flesh-Eater Warband will typically have better things to be spending that triple on. I'd wager 4 targets is the minimum you'd typically want to be able to hit with this before considering whether or not to use it. * '''[Quad] The Royal Hunt:''' This fighter makes a bonus move action, then they can make a bonus attack action. In addition, add 1 to the Attacks characteristic of that attack action if this fighter is within 1" of a visible friendly fighter. (All) ** ''Ability Commentary:'' Strictly better '''[Quad] Rampage'''. It's nothing fancy and the bonus is underwhelming compared to the "Rampage+" Gloomspite get, but a strictly better version of an already excellent ability is still fantastic. Infernal/Flayers with their 10" movement and fly can usually make the most of this ability, giving them a wide berth of the battlefield and allowing them to strike anywhere.
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