M2E+Executioner

Executioner, **Guild Enforcer**

=__Overview__= toc The type of guy that no one wants to receive a bear hug from. Executioners are the Guilds melee enforcers, and that's exactly what they do. The more the opponent relies on Scheme markers, the more will the Executioner put down the hurt, thus adding insult to injury. Once in melee, he gets quite resilient due to self healing, but he may have some trouble arriving there in the first place.

=__Mobility__= Moving around is not the Executioner's strong suit. He is very slow, even by Guild standards. At least his **Cg** is adequate for a melee model.

With his **Trail of Gore** ability, he can discard enemy Scheme markers in exchange for additional **Walk** actions, but normally he has to be pretty far across the board to reach such markers in the first place. It's a good possibility for lining up late game charges, though.

=__Offense__=

__Melee__
This is usually where you want him to be. Unlike other Guild models, the Executioner only has melee attacks, but with a built-in //Critical Strike//, his **Executioner's Claws** hurt like the dickens. His claws also ignore enemy Defensive Triggers; this can be easy to forget in the heat of flipping cards and is golden against the likes of Rasputina, the Dreamer, or those damnable Ten Thunders with Misdirection.

His alternative Trigger, //Bloody Exhibition//, needs an additional Crow. If your opponent doesn't (or cannot) discard two Soulstones or Cards it just kills them after damaging. Very menacing, and a good card forced discard at the least, especially because most Guild crews don't have much else to do with high Crows.


 * Trail of Gore** can help with offense as well as mobility: For a moderate card the Executioner can discard an enemy Scheme marker in 3" and perform an additional attack. If the card was a Crow and you have enough Scheme markers in range, feel free to repeat until the opponent breaks down in tears. It's not a common occurrence, unfortunately.

=__Resilience__=

His **Df** and **Wp** are moderate and thus make him rather vulnerable for such an expensive model. He has 10 Wds but that alone won't keep him alive against a determined opponent. He is most vulnerable during his slow approach, so be very wary of ranged attacks.

This ability allows the Executioner to heal upon killing an enemy target. Great for keeping him at full health when he opens himself up to shooting attacks by dispatching his dance partners....
 * __Loves His Job__**

The Guild have few enough **Terrifying** models, so it doesn't pay to go ahead forgetting that this chap is intimidating to Living models, having paid his not-insignificant hiring fee. Additionally, most Masters are Living, forcing them to take this test as well. More of a card draw than a real defense, though.
 * __Belly Bump in the Night__**

Most often there are better things to do with your AP and cards in hand, but if you've got a hand full of rubbish and your Executioner's holding down a table quarter on his lonesome with nary a beastie in sight, activating **Unfaltering** might just be the best course of action. Being able to cheat healing flips (including those from shredding enemies to pieces) means you've got another use for those face cards with no useful suits to your crew, too.
 * __Healing Machine__**

=__Upgrades__= The Executioner is rather costly for a single purpose model. Adding to his cost should be well considered. However, there are only two upgrades he can take at the moment, and they both serve him well.

__**Plant Evidence**__ Decent upgrade if you need the Scheme markers; giving the Executioner the ability to place a Scheme marker at the end of the game or when he dies can allow for some late game Scheme grabbing.

__**Lead Lined Coat**__ If you're using the Executioner as a tank or subject of Bodyguard, this upgrade can keep him trucking along nicely, particularly if he's facing off against multiple lower-cost minions. Also, the Lead Lined Belly joke never gets old.

__**Ready to Work**__ The newest upgrade for our tubby killing machine is a 0 cost (Yay) upgrade that ups his walk +1, and if you discard the upgrade you get a 1 AP charge action. Card does not state it has to be at the beginning of the activation either so you can use it as a threat or use it to get tied up and kill things.

=__Tactics and Tips__= Using a Death Marshal to carry him around in a **Pine Box** not only speeds him up and protects him against shooting, but it also gives the opponent a tactical dilemma; kill the Death Marshal that is getting too close and release the Executioner who will most likely activate next, or let the Death Marshal run around shooting at your models.

Perdita Ortega's **Obey** and the Enslaved Nephilim's **Influence** and **Shackled** abilities can be used (multiple times in an activation, except for **Influence**) to move the portly gentleman more quickly to where he is needed, or let him attack or heal (or both, if he can finish someone off).

McCabe can make him **Nimble** (which is good for some giggles alone) and can **Slow** his victims. He can upgrade his **Armor**, as well, or give him additional healing. Needless to say, the Promises upgrade does wonders for the Executioners attacks. Be sure to add an upgrade if you want him in a McCabe elite crew.

McMourning can speed him along and brings the exceptional healing team that is a Nurse and Witchling Stalker. They can easily keep the Executioner alive until he gets into the action. Last but not least, McMourning can grant **Precise** to the Executioner. Nobody will be safe from him now.

Francisco's ** El Mayor ** works very well on the Executioner, boosting his chances of dodging enemy attacks and passing ** Terrifying ** tests to Perdita levels.

Lucius might rather him be a minion but taking a few walks forward and tossing the Executioner into place with **What Lackeys Are For** is a trick that goes back ages.

With Charge 7 the Executioner can also hitch a ride on a Mounted Guard who can deliver him deep into enemy lines, and give a hilarious mental image.

Be sure to look for opportunities of simultaneously catching enemies within his Engagement Range of 2" and enemy Scheme markers within the 3" range of his **Trail of Gore** for extra attacks/walks.

=__Playing Against The Executioner__=

Without any way of getting more actions himself, anything to reduce his AP (**Slow**, **Paralyzed**) is a boon. Also, be wary of where you place your Scheme markers if an enemy Executioner is on the table.

Whilst not having the lowest Defense in the game, even your lower combat stat hits will get through eventually through weight of numbers. You could dogpile him with enough models, but don't use those he can dispatch easily.

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