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 * Vincent St. Clair, Resurrectionist Henchman **

=__Overview__= A former Guild Exorcist, now Reva's bodyguard and general to her forces. Vincent is a tough, tactical toolbox that can have your opponent pulling out their hair when done right.toc

=__Mobility__= Vincent is full of mobility even though he's Wk 5 and Cg 6. On Df/Wp duels on a Mask (which is baked in on Df) you get up to a 3" push.On the (0) action printed on the card there's a trigger, again it's baked in, that after succeeding you get to MOVE up to 3". On his upgrade card he has another (0) action that allows you to discard a card to push 4" in any direction, but only while he's engaged.

=__Offense__= Vincent shines here, especially if you like running spirits in your crews. (Looking at you Kirai players...Guilty myself) His **Profaned Crossbow** is Sh 6 (Crows) Rg 10 2/3/4 Rst Df, and it ignores Incorporeal and Hard to Wound, perfect for enemy Resser fights, plus it doesn't randomize for friendly spirits when shooting into an engagement. The Corpse Candles have the spirit trait so you can keep them going to preserve that hand.

__Trigger Time:__
 * Unhallowed Strike (Crows, baked in)** After damaging you add +1 dmg for each corpse marker within 3" of the target up to +2.
 * Repeating Crossbow (Tomes)** After damaging take this action again, no triggers this time though.
 * Nothing Wasted (Rams)** *giggles After killing an enemy model add a Soulstone to your pool. Just hit the Ram on the Kill Shot for a free stone, no discard a card for it or anything.

His (0) action from his card **Light at the End** can help you end someone, but you need a 4+ Ram to make it go off. However, should this go off the target gains the following condition until this model's next activation or is removed from play; **At Peace,** Damage suffered by this model cannot be reduced or prevented!!! Means no armor, no stones nothing stops the pain train now.

Reva loves her some corpse markers but so does Vince, he has a (1) TA called **Funeral Pyre** that makes a corpse marker a mine. For the price of a 6 of any suit you place a blast marker in contact with the corpse marker, all models touched by the blast must pass a TN 15 Wk duel or suffer 2 damage that cannot be reduced. Then you discard the corpse marker. It also has triggers:
 * Cremation (Tome)** After succeeding place blast blast. Moar explosions for the win, fight a slow army and use this to soften them up for Reva.
 * Mass Grave (Crows)** After succeeding don't discard the corpse marker.... Hmmm, a second chance to hurt them or make them discard cards to keep their troops alive, you win either way.

I should mention that Vincent is strictly ranged combat, and his upgrade gives him a push to escape melee.

=__Resilience__= Very solid model. As a Henchman he has access to soul stones for prevention but he also has Df 6 and Wp 6 for solid stats there, a baked in Df trigger to push 3" so you can get out of melee or possibly out of the range of a shooter. **The Final Veil** lets Vincent heal 1 dmg every time a non-peon model is killed within 8" of him. Nine wounds on top of all of the other goodies gives him a good chance to see the end of the final turn, just don't get cocky with him.

=__Upgrades__=
 * Deal with Death** is his personal upgrade. You gain //From the Shadows// which lets you deploy almost anywhere on the board as long as it's 6" away from the enemy deployment zone and cannot take Interact actions on turn one. You also gain //Retreat to Cover//, you discard a card while in melee to push up to 4" away. Use that to escape combat and unload your crossbow into whoever was silly enough to think Vincent was going to sit there and take it. Upgrade is 1 SS, take it.

=__Tactics and Tips__= (Combos, tricks, and it's best role in-game )

=__Leading a Crew__= (With subheadings, usually referencing specific spells, abilities and important combos)

Strategies and Schemes
(General overview, then maybe specifics on what strategies/schemes are good and bad)

Building a Crew
Vincent benefits from Spirits, corpse markers and things that can keep an enemy tied up in melee. I can think of several things that can benefit him. Gaki- a spirit that can produce corpse markers in close combat on a Crow, something you already have baked in. Gaki tucks in, makes marker, you blast it, and then you can shoot into combat guilt free. Night Terrors- Bat Spirits that engage shooters and take more AP than they should to kill. When they tangle up that shooter you can shoot into the combat risk free and make a corpse marker. Seeing the theme yet? Canine Remains- Give them a Crow and watch one dig up a corpse marker for you, they're just undead so don't shoot into the same combat, run something else in to support them as the enemy will be at -1 Df for every canine engaged with them. Onryo- Nasty buggers and spirits, they ignore armor in melee and can pop Adversary and Poison on an opponent which sets up 1 AP charges for..... Shikome- Go peek at the page for these beasts, from personal experience I can tell you these creatures can make their points back when set up right. Also they're spirits. The Drowned- Spirits and melee tanks, they can tie down standard melee troops no problem while you pick the enemy off of them, they also work great with... Jaakuna Ubume- an Enforcer and a spirit, Jaakuna is walking hazardous terrain and Incorporeal making her a pain to remove for some. Great choice for area denial or forcing AP spent to remove her. Check her out. Shield Bearers (Spirit form)- Well after they die and go from Living to Spirit you have them tie an enemy up so you can shoot them with impunity... or you can be cold and shoot regardless. If they die you get a corpse marker and a spirit engaging them..... The Hanged- Mother of God these guys are expensive but are SO worth it if you know the rules on Horror. Spirits and Undead they don't get flipped for and if someone nuts up and kills it they drop a corpse marker which you can use in multiple ways for retribution. Izamu- a spirit and undead in a huge suit of armor with a giant polearm, how can you go wrong? Add Unnerving Aura and lock enemies down while setting them up for free damage plus ranged support that won't hit him.

=__Playing Against Vincent St. Clair__= (How best to deal with the Henchman (whether as a leader or not), things to watch out for, etc.)

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