M2E+Guild+Sergeant

==
 * Guild Sergeant, Guild Enforcer**

=__Overview__= The Guild's other pot-bellied enforcer. This model focuses on buffing other Guardsmen and kicking scheme-markers around, all while sporting a fetching sash! toc

=__Mobility__= Surprisingly for a man of his size the Guard Sergeant is actually faster than the average Guild Guard. Moreover, he increases the **Wk** of any Guardsman starting an activation within 3" of him, making Guild Guard a respectable 5", Wardens a tasty 6", and Guild Hounds a ridiculous 7".

As a (0) action he can move a friendly scheme marker within 6" up to 4" away from its current location. This lets you drop a scheme marker and then knock it into position ahead of your models, with a lot of potential uses. If the Sergeant activates late, this lets him rearrange the battle field a little bit, especially useful for Plant Explosives or similar schemes.

He also has **Accomplice**, so he can tap someone on the shoulder after his go to prompt them to activate.

=__Offense__= The Guard Sergeant is a bit better trained and equipped than a standard Guild Guard. Both his Breaching Axe and Handgun have an attack stat of 5, identical damage profiles and //Critical Strike//, making him equally well equipped for ranged or melee combat.

=__Resilience__= While his **Df** is a bit on the low side 6 wounds and Armor +1 make him reasonable resilient for a 6 SS model.


 * Frightening Authority** is an aura extending 6" around the Guard Sergeant granting all friendly Guardsmen a +flip on all **Wp** duels. This is quite a solid buff against **Wp** targeting attacks and Horror, but doesn't stack or affect the Sergeant himself.

=__Upgrades__=
 * Plant Evidence** might be a solid addition to the Guard Sergeant, giving him more scheme marker related utility. He's also one of 4 models that can take **Watch my Back**, although this would bump his cost up to 8 soulstones, which might be a bit high for a model that's fairly easily removed.

=__Tactics and Tips__= The ability **Lead the Patrol** really sums up the role of the Guard Sergeant (or maybe the name does that). Take him with a bunch of Guardmen and have them stroll around, dropping scheme markers and claiming objectives. Take him with Lucius to get more +flips to Horror Duels. Take him with an Executioner so they can belly bump each-other, although there's sadly no synergy beyond that.


 * Issue New Orders** specifies that the target scheme marker must be within 6" and line of sight. It doesn't say that its destination has to be and since it's a placement effect you can move the marker behind walls or what-have-you. It's also a great way of getting multiple markers stacked up within 4" of each other and completing schemes like Plant Explosives or Spring the Trap.

Don't forget that while he might be hanging around with Guild Guards he doesn't benefit from **Patrol** so his **Df** isn't going to go above 4.

=__Playing Against the Guild Sergeant__= He buffs the movement of Guardsmen and their resistance to **Wp** attacks, but not himself so he can be **Lured** away fairly easily. If Plant Explosive is in the scheme pool, watch out for this guy as his **(0)** **Issue New Orders** may cause major upset.

If you want to kill him he's got Df 4, 6 wounds, and Armor 1, so it's pretty easy to find something that can take him.

Unless otherwise stated, all names and images on this site are property of Wyrd Miniatures, LLC. ([|Link])
 * __Ownership__ **