M2E+Hooded+Rider

// "And there went out another horse that was red: and power was given to him that sat thereon to take peace from the earth, and that they should kill one another: and there was given unto him a great sword." - Revelation 6:4 //
 * Hooded Rider, Neverborn Enforcer**

=__Overview__= The Hooded Rider offers late-game combat abilities, Scheme and Marker denial, superb mobility for himself and his crew, and very high damage late-game attacks. His power rises more and more as the game proceeds and he gets more and more Masks to his duels.toc

=__Mobility__= Like all the Horsemen, the Hooded Rider has a **Wk 6 Cg 10** and **Unimpeded.**

With **(0) Revel in Reclamation** (which requires two Masks), he can push himself 6" and bring along a friendly model that starts within 2" of him. This gives him a massive 19" threat range on Turn two or later.

=__Offense__= The Hooded Rider has only one attack, **Final Retribution**. It has a very solid stat line of **Ml 6** with a range of 3". The damage is only **2/3/5**, but this can rise higher in later turns with //Retribution Comes to All//, which gives +1 to damage per mask, up to +3. Alternately, he can destroy Markers with //For My Brethren.//

=__Resilience__= Early in the game, the Hooded Rider is vulnerable, since the //Our Home// trigger takes some time to ramp up. He still has **Df 5, Wp 6, Stubborn,** and **Wd 10**.Later in the game, the Hooded Rider gets a growing resistance to damage from **Df**-based attacks due to the //Our Home// Trigger.

//Our Home// reduces damage by 1 per mask in a **Df** duel, to a minimum of 1. This is especially effective because even attacks that ignore **Armor** are still reduced. However, any indirect damage (like blasts) or damage without a resistance (like **Black Blood Pustule**) will not be reduced; **Wp**-based attacks are also not reduced, but the Hooded Rider is very hard to affect with these attacks due to **Stubborn** and high **Wp.**

The Hooded Rider doesn't have any built-in way to heal, and can benefit tremendously from outside healing.

=__Upgrades__=

Retribution's Eye
This upgrade can bypass enemy Armor and defensive triggers. As such, it works very well with the Hooded Rider's attack-heavy style.

Malifaux Provides
This upgrade gives the Rider a heal using scheme markers (friendly or enemy). This can help cover early game vulnerability and make chipping him to death late game very difficult. The upgrade can also be discarded to avoid gaining a condition from an enemy, which can be a godsend to avoid a paralyze or similar debilitating condition.

A Thousand Faces
Can't decide between those two? Take this one instead and make your choice in game.

=__Tactics and Tips__=

Chasing Reclamation
The Hooded Rider gains a Mask to all duels for every turn after the first, so he increases in power as the game goes on.

This has many effects:
 * //Our Home//: As a Df trigger, he prevents 1 damage per Mask for any damage he failed to resist with **Df**. By the end of that game, that's the equivalent of Armor 4 or 5!
 * //Retribution Comes to All:// Hooded Rider's melee attack can do +1 damage for each Mask in the duel, up to +3. By Turn three or four, his damage can be a massive ** 5/6/8 ** with this Trigger!
 * //For My Brethren//: Hooded Rider's melee attack can alternately discard one Scrap, Corpse, or Scheme Marker per Mask in the duel after damaging an enemy model. This can deny enemy VP, and remove valuable resources for crews that use Scrap and Corpse Markers.
 * **Revel in Reclamation**: On Turn two, Hooded Rider can use this (0) movement effect with a 6 Mask or better. On Turn three or later, it requires a 6 of any suit or better.
 * **Judgement Day**: This very powerful (0) action requires a 6 of Masks on Turn five or any 6 or higher if the game goes into extended turns. As a (0) action, the Hooded Rider gets a Final Retribution attack against every enemy model in range and LoS!

Because of this rising power curve, the Hooded Rider gets stronger and faster as the game goes on. Some players keep him completely in hiding until Turn two or three, so that he can't be targeted during early rounds. By the end of the game, he's very happy to wade into the middle of the action, kill all the enemies, remove all the Markers and laugh at all the destruction.

=__Playing Against Hooded Rider__= A direct frontal attack will not work well against the Hooded Rider later in the game. Killing it early is a way to get around this, before it gets too strong. Blasts help. Wp-resist damage helps, especially if you **Focus** to overcome **Stubborn.** But the usual way to drop a rider is to kill it in the early game if it gets exposed, or at least tag enough damage onto it that you can chip it to death later on.

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