Kang

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 * Kang, Arcanist/Ten Thunders Minion [[image:7aef4a35.jpg width="349" height="285" align="right"]]**

=__Overview__= (No more than a few paragraphs on what the minion is about and how it basically plays)

NOTE: For the sake of simplicity, if a minion is primarily used for one particular Master (eg. Cassandra with Colette, Sorrows with Pandora) then discuss the Minion in terms of how it functions within that crew. If it's found in other crews (Silurid, Death Marshalls, Convict Gunslinger), then discuss any relevant specific master interactions in the last section.

=__Mobility__=

Kang's mobility comes in with a 4 Wk and a 6 Cg. This 40mm base for the model also proves to him to be less spry in very tight combat. He does make up for the slowness with his Melee Expert and his super survivability even in open areas.

=__Offense__=

Kang can put out massive melee damage with his Cb 7 on his //Shovel// with 3/4/6 Dg on hit.

Kang also has a ranged weapon, //Hot Coals,// that allows him to give the model hit a negative flip on future Resist Flips. This weapon has blasts coming out on both Moderate and Severe flips.

Triggers for the Shovel includes //Knockback//, which is automatically triggered for every hit, which sends the defender flying 3" directly away from Kang. The other trigger, //Crack Casing//, requires a Crow and inflicts //Easy to Wound 1// on a Construct hit.


 * The Worker's Champion**

If Kang finds himself killing a non-living model, all friendly living models nearby gain a positive twist on all future Attack and Casting Flips when attacking non-living. Remember, that the ability says non-living which does not just just include Constructs. Undead, spirits, nightmares, dolls, and many other characteristics are all valid non-living targets.


 * Fight With Me!**

A 0 action that gives all friendly models with the "M&SU Member" characteristic an extra +1 Cb. This action emits an Aura so Kang is not affected by this ability.

=__Resilience__= With 8 Wounds along with //Hard to Kill// and //Slow to Die//, he will be hard to remove and hard to resist his final death throes with his fantastic melee output.

This ability allows Kang to heal a number of wounds equal to the turn number at the beginning of Activation Phase. He will heal 1 Wound on Turn 1, 2 Wounds on Turn 2, etc. Unlike the //Regeneration// ability he will heal his wounds before any other model can activate which can make him not needing much attention even when he is in the thick of melee.
 * Can't Keep Him Down**


 * Stubborn**

An additional 2 points when resisting anything that hits on Wp is something every high priority model can never complain about.


 * "You Can Try..."**

If a model misses Kang with a melee attack, Kang is allowed to take this trigger to immediately perform a melee Strike back at the attacker. This can leave the opponent guessing if he should risk attacking Kang with a low Cb model knowing that Kang can attack right back if the attack is not successful.


 * Rousing Speech**

Makes any friendly living model around a 6 inch Aura to be immune to Morale Duels and automatically Rally from a previous failed Morale Duel. It should be noted that since this ability comes out as an Aura, Kang does not gain this effect. //Stubborn//'s +2 to Wp, it should be remembered, cannot be used in Morale Duels.

=__Tips and Tricks__= (with subheadings, usually referencing specific spells, abilities and important combos)

=__Master-Specific Tips__= (What it says on the can - any Synergies with other Masters worth mentioning) NOTE: There's no need to discuss every Master that can take him, just the ones worth mentioning

to be continued

Good Masters Mei Feng Ramos

Okay Masters Misaki

Bad Masters Yan Lo Jakob Lynch - Thought it should be considered that Kang has the ability to work well with the Stitched (which Jakob can still take when run as Ten Thunders) since he can ignore the obscuring trait of //Creepy Fog//

=__Minion-Specific Tips__= (Any synergies/tricks with other minions worth mentioning, possibly also alternatives and why they're better/worse)

=__Playing Against [Minion]__=

A hugely effective 'point' to the sword of a Ten Thunders attack. His presence inspires and buffs those around him. He hits often, relatively hard and will stick around in a fight a long time. Attacks that ignore //Hard to Kill, Slow to Die//, will kill him easier. Remember, as the game goes on, he regenerates more and more wounds, making it a priority to kill him off in one turn later in the game.

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 * __Ownership__ **