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==Abilities Overview== * '''[Double] Backstabbing Mob:''' A fighter can use this ability only if there is a visible friendly fighter within 1". Until the end of this fighter's activation, add 1 to the Attacks and Strength of any attacks they make with a Range of 3 or less. (All) **''Ability Commentary''- Arguably your most useful and the one you’ll be relying on the most. It encourages you to keep units close together or traveling in pairs so you can gang up on enemy fighters. * '''[Double] Barbed Net:''' Pick a visible enemy fighter within 3" and roll a dice. On a 3+ they cannot make any move or disengage actions until the end of the battle round. (Stabba with Barbed Net) **''Ability Commentary''- The ability to stop a fighter’s movement is a huge deal, especially if that fighter is a leader or a big heavy hitter. It’s worth bringing at least one Stabba with Barbed Net in any list, especially with how cheap they are to begin with. *'''[Double] Speed of the Spider God''' (Webspinner Shaman): Increase Move for Spider Riders and Scuttleboss. * '''[Triple] Boing! Boing! Boing!:''' Until the end of this fighter's activation, the next time they finish a move within 1" of an enemy fighter, pick one visible enemy fighter within 1". They take damage equal to the value of this ability. (All Boingrot Bounders and Squig Hoppers) **''Ability Commentary''- Standard impact damage rule. Though considering the insane reach Squigs provide, this can be nasty if you roll high enough. *'''[Triple] Spider Bite''' (Spider Riders and Scuttleboss): Roll a number of dice equal to the value of triple, on 1-5 deal 1 damage, on a 6 do 3 damage to an enemy 1" away. Chance to damage an enemy nearby up to 18 damage. * '''[Triple] Stab 'Em Good:''' Until the end of the battle round add 1 to the Attacks characteristic of attack actions with a Range of 3 or less made by friendly fighters while they are within 6" of this fighter. (Leader) **''Ability Commentary''- Similar to “Backstabbing Mob“ above but as an aura emitted by your leader. Most of the time you’re gonna have a Hopper/Bounder Boss be far away from your footslogging Stabbas so this might not be overly useful, but definitely consider it if you’re using the Moonclan Boss. * '''[Triple] Go Dat Way!:''' Pick a friendly fighter with the Beast runemark within 4" of this fighter, they make a bonus move action. (Squig Herder) **''Ability Commentary''- Squigs are one of our stronger fighters, so giving them an extra move to get closer into attack range is pretty good. *'''[Triple] Magic Spore Maws''' (Fungoid Cave-Shaman): Area damage to every nearby enemy in 6" range. * '''[Quad] Sneaky Stab:''' This fighter makes a bonus move action, then they can make a bonus attack action. In addition, if this fighter is within 1" of their target add the value of this ability to the damage of all hits and critical hits from that attack. (All) **''Ability Commentary''- This is '''scary''' when given to a Squig Hopper/Boingrot Bounder. If you’re fighting Skaven, Ungors, other Grots, or any other frail infantry, prepare to watch a red blur zip and zap across the battlefield as he decapitates all in his way. *'''[Quad] I’m Da Boss, Now Stab ‘Em Good!''' (Loonboss): Increases Attack characteristic of all melee fighters by dice value in 6" range.
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