M2E+Master+Queeg


 * Master Queeg, Guild Henchman**

=__Overview__= Queeg is a mini-Lucius. Where Lucius gives out an extra 1 action, Queeg can do similar with 0 actions for minions.

=__Mobility__= With an average walk speed you will not usually see him getting across the field fast. However, he can support other friendly models with Sadistic Streak, allowing when he activates to wound a nearby friendly model and then push himself 3" in any direction.

=__Offense__= Taskmaster's Whip His whip is a 3 inch enagement, but as a whip it only does very weak damage on a weak, this is mitigated somewhat by his decent medium and severe damage. The whip has 4 triggers which are
 * Critical Strike
 * Seize Contraband - after damaging target discards a card if able. This model's control may then draw and discard a card.
 * Back to Work - after damaging, push target in any direction
 * Kneecap - Discard a card to give Slow to target after damaging

Peacebringer Same damage spread as a Death Marshal's, but at an above average Sh. It also has the Kneecap trigger which gives slow to a target if this model discards a card. Crit Strike is also a trigger.

=__Resilience__= For his soulstone cost Queeg is at an average wound count. His defense is average and his willpower is above average, similar to other henchmen that Guild can take. He has Hard to Kill, which does up his resilience.

=__Upgrades__= =Promises= (Guild/Ten Thunders) As a Black Sheep, Queeg is eligible for the Promises upgrade, giving nearby allies a positive twist to Wp and Ml duels as long as the friendly model has an upgrade attached. Entertaining when Queeg is running with McCabe. Also of note is the fact that the Promises Made aura will affect Queeg himself, helping to mitigate his whip's low Weak damage.

=__Tactics and Tips__= Queeg has the **Put The Fear in 'em** ability, which is what prompts the Lucius comparisons. Once he completes a Walk action, he can subject a nearby Minion to a Horror test. If the Minion passes, it gets to take a free (0) action. Not many Minions have (0) actions though, so Queeg has **(1) Welcome to Hell, And I am Your Devil** to let friendly models within 6" take (1) Interact actions as (0) actions instead.

Minions that can be taken with Queeg that have useful (0) actions include: Hunters - Pounce on Chest Guild Lawyers - Impassioned Defence Pistoleros - Shrug Off Guild Pathfinder - Set the Trap, Reset Trap Luna - Warning Bark Mounted Guard - "Mount Up! Rank and File!" Any Guardsman near Captain Dashel - Focus
 * Guild**

Metal Gamin - Magnetism Steam Arachnid Swarm - Devouring Swarm
 * M&SU with Hoffman**

Dawn Serpent - Calls Unto the Chi Low River Monks - Calls Unto the Chi High River Monks - Wander the Earth Fermented River Monks - Ready for Another Round, Have a Sip Wandering River Monks - Leap Rail Workers - Shovel Faster, Implaceable Assault Illuminated - Brillshaper Kamaitachi - At the Crossroads Ten Thunders Brother - Dance of the Heavens Shadow Effigy - Blend Into Shadows (doesn't stack, but you may need to reapply the Condition if it was used) Komainu - Spirit Scent Tengu - Still the Earth Katanaka Sniper - Blow Dart Obsidion Oni - The Strong Grow Stronger Jorogumo - Viscious Bite, Wander the Earth
 * Ten Thunders with McCabe**

Changelings - In the Blink of an Eye Silurid - Leap Waldgeist - Germinate (the markers are removed when the action is taken again, but maybe you need a tree somewhere else) Gupps - Leap Wicked Doll - All Sewed Up The Depleted - Drawn to the Light The Illuminated - Brillshaper Bunraku - Obscene Preperations
 * Neverborn with Lucius**

Ronin - Seppuku (useful if the Ronin was knocked to its last Wound, as you can sacrifice it before it is killed) Freikorps Trapper - Retreat Into Cover
 * Mercenaries**

=__Leading a Crew__= (With subheadings, usually referencing specific spells, abilities and important combos)

Strategies and Schemes
(General overview, then maybe specifics on what strategies/schemes are good and bad)

Building a Crew
(What sort of minions might or might not work well with the Henchman, overall advice.

=__Playing Against [Henchman]__= (How best to deal with the Henchman (whether as a leader or not), things to watch out for, etc.)

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 * __Ownership__ **