Freikorps+Strongarm


 * Freikorps Strongarm Suit, Outcast Minion**

=__Overview__= toc The Strongarm Suit has proven himself to be a centerpiece of many Freikorps crews. While he doesn't have the iconic Freikorps Armor of all his comrades, he has Armor 2 and Enhanced Armor 2 (which allows him to completely ignore all damage 2 or below) and can protect his friends from harm via his bag of many tricks.

=__Mobility__= For a hearty minion the Strongarm Suit is surprisingly mobile. He shares the above average speed of a normal Freikorpsmann and he's also got Leap. Additionally, he's Instinctual - so he should be able to leap around every turn he's not engaged in melee combat (assuming you cast the spell of course)! He's also got Shove Aside, so when he's not leaping he can push through Ht 1 and 2 models; this can also be augmented to include Ht 3 models through his spell Charge Up!.

=__Offense__= The Strongarm Suit has two weapons: Enhanced Fists and the Aetheric Projector.

**Aetheric Projector**
The projector is magical, a very nice addition to the Freikorps arsenal, with range 12! It has a low CB and average damage spread with the severe clocking in at 4. However, it has an amazing trigger Breach Burst which does one of four things depending on the suit of the card used in the damage flip. The effects are as follows: 1) Push the defender 3" directly away from itself, if said model collides with another model or models then all models involved in the collision take 1 wound 2) Sacrifice all non-carried counters within 4" of the target 3) Bury the defender (if it didn't die) 4) Slow constructs within 4" of the target. While the trigger is a bit hard to pull off, all of the effects have great utility. Don't forget that the projector is magical - to help out with those pesky spirits!

Enhanced Fists
His fists have a range of 2" and nice damage spread, with the severe clocking in at 6; his weak and moderate damages can be buffed by his zero spell Charge Up! - this will be discussed in more detail in the Tips and Tricks section. He's got a nice trigger on his fists that allow him to receive a positive flip on damage as well! Additionally, his fists ignore one point of armor per ram or crow in the attack total.

=__Resilience__= Despite his low Df stat, the Strongarm Suit is quite resilient. He has a natural Armor 2 as well as Enhanced Armor 2 - which negates all damage 2 and below (before armor is applied, not after). He is, sadly, susceptible to blasts that his fellow Freikorps are immune to. In addition to his armor, he provides soft cover to //friendly// models and can only be moved by friendly effects - no luring this man! Like all of the Freikorps, he is also stubborn - which is great because his natural WP is slightly lower than that of his Freikorps friends. Finally, he can augment his armor to Armor 3 via his Charge Up! spell detailed in the Tips and Tricks section. Unfortunately his Experimental Generator has a downside: If he flips the black joker he becomes paralyzed if you don't discard a card.

He's got a 0 action Get Back! that allows him to place a target friendly model within 4" into base to base with him - provided they are engaged by an enemy. While not resilience for himself, this can really get some of your models (specialist or librarian in a Freikorp crew) out of a pinch. He can also indirectly protect friendly models or objectives with his Reach Out ability, which gives him a + flip when performing disengaging strikes.

=__Tips and Tricks__= One of the Strongarm's greatest tricks is his 0 spell Charge Up! This allows him to easily adapt to multiple situations. The downside is that it has an AR of discarding up to two cards to choose from the four effects below (one effect per card):
 * Increase to Armor 3
 * Up weak and moderate damage by +1 on Enhanced Fists
 * Move through Ht 3 models with Shove Aside
 * Get a bit more cb for his Aetheric Projector (until end of //this// activation)

As stated above, his Aetheric Projector has quite a few effects on its trigger Breach Burst which can come in handy at just the right time if you can cheat in your damage flip - sometimes it's beneficial to do less damage but cheat in the right suit for a desired effect.

=__Master-Specific Tips__= The Strongarm Suit obviously has a lot of synergy with Von Schill and the Freikorps, he fills the vital tank role and is also a swiss army knife of sorts, able to adapt to multiple situations on any given turn.

Since he is an elite mercenary he can be taken by any crew, but at a heavy price.

=__Minion-Specific Tips__= Like all Freikorps members he has innate synergy with Von Schill via //Slow to Die//. The Strongarm Suit also has great synergy with the Librarian - he's already hard enough to damage, ignoring most weak damages in the game (or reducing them to 1 in the case of many masters). Throw in a few heals from Libby and you have a minion that will rarely die.

=__Playing Against the Strongarm Suit__= The Strongarm suit is resilient and mobile. However, it is susceptible to blasts unlike the rest of its kin - though the blast has to do more than 2 damage to even make him blink. He's weaker to willpower effects than the rest of the Freikorps crew as well. Since he relies almost completely on armor to protect him anything that ignores armor will really ruin his day.

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