M2E+Pale+Rider


 * Pale Rider, Guild Enforcer**

=__ Overview __= The Guild's own Rider, the Pale Rider is a fast-moving combatant, with a clever way to get increased resilience and mobility as the game progress. Depending on how you want to use it the Pale Rider can be a hard-hitting attacker or a fairly resilient and fast (although expensive) scheme-dropper. toc

=__Mobility__= The Pale rider comes with a high Wk of 6 and an amazing Cg of 10, making it probably the fastest model available in Guild. It also has a tactical (0) action which pushes it 4" in any direction and drops a scheme marker, this requires two Rams however so flipping/cheating a Ram is not enough. The **Chasing Death** ability adds rams based on the turn number, so you can do it from turn two, if you flip/cheat at least a six of Rams, and with a six of any suit from turn three onwards. This means if you need the movement you can effectively charge a model 12 inches away, do two attacks and then use is **(0) Revel in Death** to escape combat and place a scheme marker. = =

=__Offense__= The Pale Rider comes with one attack (**Final Moments**) which you can use for the entire game and a **(0) The Last Crossing** which it will be able to utilize from turn 5.

The standard attack on the Pale Rider can be used both at distance and in close combat thanks to its pistol and claw symbols. Remember that even though you can use it as melee weapon it still counts as a Sh attack so bullet proof still works against it but Df triggers against Ml don't.
 * Final Moments**

It comes with a decent range and above average Sh stat. The damage starts pretty poor for a model this price with a 2/3/4 spread but **Chasing death** combined with the //Death Comes to All// trigger can increase that to 4/5/6 from turn 2. This trigger can only be used once per turn but you can alternate it with //Last Words,// which heals the rider 2 points.

The secondary attack of the Pale Rider comes in the form of a Ml attack with above average stats but comes with a TN12 and five rams. This means you won't be able to use this ability before turn 5 as you can gain 4 rams with **Chasing Death** and cheat/flip a ram to hit the target number. The reward comes on the damage spread with an impressive 9/10/12. It does look rather scary and can be useful if you desperately need to get some scheme points from killing late in the game but it is hard to pull off and I find most of the time your opponent will be aware of it and will keep is models away on the 5th turn just in case.
 * The Last Crossing**

=__Resilience__= The Pale Rider's resilience is deceptively poor at firs glance. Df, Wp and wound scores are all decidedly unimpressive for a model of this cost but he comes with **Stubborn** to protect him from Wp attacks and a Df trigger called //Testament// which works kind of like armor equal to the number of Rams in your duel total. //Testament// is powered up by **Chasing Death** so it might be an idea to keep him out of harms the first couple of turns before tearing into any heavy-hitters. The //Last Words// trigger can help mop up small amounts of damage but he still can't really afford to take too many good shots from serious damage-dealers. Bear in mind that //Testament// it is not actually armor so attacks that ignore armour won't work against it, but attacks that don't require a Df duel or allow triggers will.

=__Upgrades__= The Pale Rider is a pretty expensive model on its own. Attaching upgrade makes it even more so more it might not be worth your while.
 * Plant Evidence** is worth considering if you run him as an objective runner but you should ensure he survives the game so the upgrade may is wasted if he doesn't die and if he survives you should be able to put enough scheme markers to not need an extra one at the end of the game.
 * Lead Lined Coat** is also worth considering If you want to increase survivability but I normally find the 2 extra SS more useful somewhere else as it is already pretty tough on its own.

=__Tactics and Tips__= The Pale Rider was clearly designed as both an objective runner and a damage dealer. With fast movement and the ability to escape combat to place scheme markers you should be able to run it forward causing damage, placing scheme markers and still manage to survive whatever your opponent can throw at him from turn two. This abilities do come at a cost though so keeping it safe is mandatory but with its long Wk and ranged attack it shouldn't be hard to keep it out of LoS from your opponent beatsticks until //Testament// is at a decent level. Being a relatively independent model the Pale Rider fits easily into most crews. It works great as a lone flanker while the rest of you crew engages enemies and stops getting strategy and scheme points. However as usual there are certain synergies with other models and masters that can exploited. First the good old McMourning can use his nurses to increase its walk by +2 with **Take your meds** so effectively you can move 20" and still place a scheme marker. Moreover combined with McMorning ability **Injection** to place a scheme marker at the cost of Poison (which it can heal with //Last Words//) you can effectively use it to place three scheme markers a turn. Line in the sand or breakthrough are suddenly a lot easier to do for a slow faction.

The Pale Rider can also make use of those extra rams from Chasing Death with Lucas McCabe's Glowing Sabre upgrade, the Critical Strikes of which are NOT limited to a maximum of two rams or once a turn.

=__Playing Against Pale Rider__= A man on a horse that cannot be pinned down, has one of the fastest movements in the Guild and becomes tougher to kill as the turns pass by should be on your list of targets to deal with as soon as possible. It is quite fragile for its cost for the first turn so you should aim to eliminate it early on during the game by using a fast model with good Dg spread. Mature Nephilim comes to mind for example as you can fly over buildings to get at it. If you don't get a chance to target it earlier on than models that can stop it from declaring Df triggers or attack it indirectly will make its life a lot shorter.

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