Mr.+Graves

Return to Ten Thunders or __Return to Neverborn__ toc
 * Mr. Graves, Ten Thunders/Neverborn Enforcer**

=__Overview__= Mr. Graves is the Honeypot's bouncer and secret Nephilim skinwalker.

=__Mobility__= Mr. Graves respectable walk and charge ranges and has Shove Aside, allowing him to move through HT 1 or 2 models. He has a (1) action called "Show ya the door" that initiates a CB->DF Duel with Graves and an enemy model within 1". If Graves wins he can Push the model up to 5" and graves can then push himself into Base contact with that model. He has a (0) spell called "Bar's Closed" that's a 6" pulse. He picks a spot within LOS and 6" and any model that fails to resist the spell (using willpower) is pushed 4" directly away from the chosen spot. Although this ability does not move Mr. Graves himself, it can be useful for adding to the speed of his crew.

=__Offense__= His fencepost packs a nasty punch with a minimum of 3 Dg and receives a positive flip to damage against Height 1 and height 2 models. He can flurry with that Fence post, and he gets a Rams to his combat when swinging on models with the Brilliance characteristic. This allows him to easily trigger "Broke Something" which causes a model damaged by the Fence Post to be unable to spend more than 2 AP during its next activation.

He has the Wicked and Ruthless characteristics as well to let his disengaging strikes hurt and ignore those harmless/pitiful models.

He also has a ranged damaging spell - **Settel Tab**, one that he can discard cards for in order to gain positive flips on its damage. This can be used in melee and has a respectable severe damage of 5. Bear this in mind if you are facing spirits.

=__Resilience__= He has Black Blood to punish people hitting him in Melee along with Armor 1 and Slow to Die. He has a (0) spell called "Keeping the Peace" that's a 6" Aura that makes charging enemy models win a CB->12 duel before their attack flip or they receive a negative flip to their charge damage. He is Ht3, so keep this in mind when it comes to hiding models behind him and when trying to get him into cover.

=__Tips and Tricks__=

Bar's Closed
Although at first glance Mr. Graves seems to be not a lot more than a beatstick, this surprisingly versatile spell gives him much more scope in a crew. Unlike similar spells, such as Zoraida's repulsive, the push effect does not emanate from the model generating the pulse, but from a point he picks when he casts the spell. It must be noted that it isn't models within 6" of the point that are affected, its all models within 6" of Mr. Graves. Some tricks that can be played with this ability include, but are not limited to:
 * push your models further up the table
 * push enemy models off objectives
 * push models into Mr. Graves' melee range so that he can flurry them.
 * push models off heights to cause damage
 * separate models that are engaged in melee
 * push brilliant models towards the Hungering Darkness so it can feed from them
 * bring a model closer to Mr. Graves so that he can use **Show Ya The Door**

=__Master-Specific Tips__= Jakob Lynch can use Mr. Graves. Mr. Graves gets better when targeting models with Brilliance, so he will fit well with the other models Lynch takes.

**Lilith**
Since Mr. Graves is a nephilim, Lilith can pseudo-companion with him with her brood mother ability.

=__Minion-Specific Tips__= (Any synergies/tricks with other minions worth mentioning, possibly also alternatives and why they're better/worse)

=__Playing Against Mr. Graves__= Threat level, how to kill/neutralize it, what to watch out for etc.

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