M2E+Wrath


 * Wrath, Neverborn Henchman**
 * LIVING, MERCENARY, CROSSROADS SEVEN, TORMENTED **

=__Overview__= Wrath is an independent Henchman, and is known for being able to lead the Crossroads Seven. He is what his name says he is; a model that favors charging, close combat, boosting the amount of damage being done all around him, and beating people to a pulp. toc

=__Mobility__= Wrath is fairly fast, but has no additional tricks on his own card for improving that speed. He likes working with other models that can fix that particular shortcoming by pushing or moving him outside his activation, so he can be within 8", and in line of sight of, enemy models; so he can charge them.

The **Deal at the Crossroads** upgrade is only available if the crew has all seven crossroads models, and Wrath is the leader. It makes him faster by giving him an extra AP, and he gets the **(1) King of the Delta** Tactical Action that lets him push himself or any other Crossroads Seven model within 6".

=__Offense__= Wrath only has **Ethereal Claws** for an attack action. It has an average accuracy, goes against **Df**, has a 2/4/5 damage track, is typed as a close combat attack, and has two triggers. The built-in mask can trigger **Life Drain** which heals Wrath one point of damage after damaging the target. The trigger for **To A Pulp** is a Ram, and gives Wrath a positive twist to the damage flip. Both are good triggers, and **To a Pulp** will let you cheat damage against **Hard to Wound** models by counteracting the negative damage flip inflicted by that ability.


 * Frenzied Charge** gives Wrath a positive flip to both of the attack flips generated by charging.

Both of Wrath's (0) tactical actions also contribute to his offensive hitting power. The more obvious one is **Empty Rage**, which forces you to discard a card. If you do, then **ALL** models within 3" of Wrath, including Wrath himself, will take +1 damage from **Ml** attacks. This effectively bumps his damage track with his claws up to 3/5/6, which is a respectable amount of damage.

The second (0) tactical is **From a Whisper to a Scream**, which makes the **Life Drain** trigger of **Ethereal Claws** heal 2 damage per attack instead of one damage.

Wrath also has an indirect way of dealing damage with **Hellhound On My Trail**, which causes 2 damage or loss of a card to enemy models that end their Activation within 3" without damaging Wrath during their activation. The natural combo here is to paralyze or otherwise impair enemy models from being able to attack, like with Voices Pandora, and then move Wrath up next to them.

=__Resilience__= Wrath only has **Terrifying (All) 12** to protect himself beyond his rather average to below average **Df**, **Wp**, and **Wd**. Which does give him a way of adding damage to enemy models that attack him up close and fail their **Wp** checks. He can also heal himself with the **Life Drain** trigger on his only attack (the healing can be increased with the 0AP Tactical Action **From A Whisper To A Scream**) and the **Made A Deal** trigger on his upgrade when he leads the Crossroads Seven.

If you can keep your opponent from killing Wrath, he should be able to rapidly heal back from damage taken.

=__Soulstones__= Wrath will use his soulstones to prevent damage on himself in melee, forcing enemies to take damage or discard cards for **Hellhound On My Trail**.

=__Tricks and Tips While Joining a Crew__= Wrath is a good addition to any crew that could use a dedicated melee beater and someone to punish low-accuracy melee models. He can be hired into any crew as a Mercenary, and he will gladly accompany Jack Daw as he is Tormented.

Wrath has the most obvious combinations with Pandora, either the Box or Voices Pandora. He forces Wp checks with his Terrifying(All) 12, and Pandora and her other crew members can cause paralyze directly in addition to doing it with Horror duels. The best possible situation is when an enemy model charges wrath, ends up near Pandora and her Sorrows, fails their Horror Duel against Wrath, and takes 2 damage from **Hellhound on my Trail** plus additional points from being within six inches of Pandora and her Sorrows.

Other than Pandora he has no particular affinity with any of the other masters, though Lilith can move him fast across the board or draw victims in.

=__Tricks and Tips While Leading a Crew__= Wrath is very unique in that when he hires the other six members of the Crossroads 7 with **Lead Singer**, he can be declared as being from any faction. Use this to your advantage by ambushing an opponent with a crew wildly different than what they were expecting and using your few leftover soulstones for the best generic upgrades in the faction.

Strategies and Schemes
Wrath excels at strategies and schemes that focus on killing and being in an enclosed area.

Building a Crew
To be the master in a 50 soulstone game, Wrath must hire all other Crossroads Seven models: Greed, Sloth, Envy, Pride, Gluttony, and Lust. This also lets him take the **Deal at the** **Crossroads** Upgrade, which gives **Swift** and **(1) King of the Delta** and costs nothing! (It doesn't even cost an Upgrade slot!)

Starting Wrath
Wrath comes in the Crossroads 7 Adventure Box. The entire crew has a high difficulty to play as each of them have a relevant 3" aura to keep track of.

=__Playing Against Wrath__= Wrath can be easily picked off by a high-damage ranged unit as he only has Wd8 and will have to rely on soulstones he would rather use to prevent damage in melee.

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 * __Ownership__ **