It’s Not Safe to Go in the Water…

wok update

Hello backers! Mr. Black here, and this time I’m bringing you a fishy update today…

Ok, we used up all the water and fish puns last time, and frankly I’m not a very punny person, so let’s just get on with the update and show off some cool stuff:

First up we have the full gambit of pictures showcasing the lovely Carcharian models, plus some added fun in Ephrimaki and Ilva.

Behold! The Carcharian Frenzies! The astute reader out there might notice we did a slight name change on these guys (formally Deepmen Frenzies). Well we did that to avoid confusion on the tabletop as these guys very specifically do not have the Deepman trait. Wanted it to be nice and clear, hence the change!

 The mighty Frenzy Charger!

 Gar, the Gladiator! Scion of the Voice!

Ephrimaki! The Deepcaller Lord!

Ilva, the Syren of Sysor Strait!

Pretty cool, huh? I’m a huge Hadross fan (as not to say I’m not a huge fan of all factions!) and the Sharks here are just some of the coolest models I have seen in my time. Ephrimaki and ilva came out great as well, and can be used as super distinct centerpieces to any army.

But this update way only halfway about awesome sculpts, dear backers, we’re also here to look at the stats of some of the above fishies and give a brief overview of their role in the Hadrossian Military! So without further adieu, let’s get on with the show!

Rank 2 infantry, two wounds, five Mobility, five Willpower, no Over results- Those are the important details looking at the front of the Frenzies’ card. What does this all mean? Well Hadross likes to outlast their opponent; in the Deepmen this is represented by Defensive Expertise, in the Sevridan its shown via a Resilience of 2, and here we have it in the fact the Frenzies have 2 wounds and heal themselves when they kill a model (CHOMP!).

No Over result means that opponents cant hope for a lucky 10 to remove one of these guys from the table- nope, they’ll have to handle them the old fashioned way… Which is a pretty terrifying place to me. I mean, I wouldn’t want to have to tackle a shark (especially the front!) and wrangle it down that way, and that’s pretty much what an opponent has to do to get rid of these guys!

Looking on the back we see that, arguably, the Carcharian are the most offensive oriented of the Hadross units, boasting two attack dice base with the ability to increase that to a staggering three dice against models with Resonate. And if they’re damaged? Well then they can fall back on their Feeding Frenzy attack to heal themselves up! Resiliency through killing, I love it!

Speaking of Resonate, however, we see they also carry two interesting abilities:Scent of Prey and Whispers of the Voice. These abilities work in conjunction to not only allow the Carcharians to Mark enemies with Resonate (OM NOM NOM NOM!) but also grants them a mobility boost in the process. It’s only reliable 50% of the time, however, as it requires a successful Will Check upon activation (so don’t grow overly reliant on it!) but the benefits are fantastic… Again just don’t come to rely on it always going off, least you find yourself dead in the water when you need it most (Well… I made it about halfway through without a water pun… Not bad!)

So looking at the Charger, we see he’s similar to the Frenzies. His stat-line is similar, his stats are similar, just a slight Leader boost… Except Mobility, which is explained via his abilities (which we’ll get too).

Attacks? Bloodtide is just like Blood in the Water, with the added bonus of 2 inch reach. Feeding Frenzy is the same as it is on the Frenzies. So what makes this guy unique? Well its in his Resonating Fury ability, as well as his Inspire/Training!

Looking at Resonating Fury, we see a similar version of the Frenzy’s ability, except he just radiates it off of a passed Will Check. He won’t be marking as many as the Frenzies (possibly) but the added bonus he gives is pretty cool on its own, and that bonus is his Inspire.

basically, it makes it so the Carcharian’s Feeding Frenzy becomes a mini AoE effect, targeting all enemies within 1 inch with Resonate, rather than just 1. More attacks = more killing = more NOMs = more healing. Once again we see the basic anti-Hadross tactic of “Don’t get marked, least ye wind up in the bellow of sharks”.

The training here is fun as well, giving the entire Hadross army a boost in mobility (which some would call much needed!). We understand Hadross is a slow faction- that’s their thing, slow and steady bash your face in… or something to that effect anyway, so here we give them a counter to armies that would bog them down with troops- just walk (Slither? Swim?) away. Like most training, its uses are situational, but that’s the benefit of choosing them before each game: having a variety of them allows for greater tactical diversity against many foes.

 Lastly, we’re going to take a look at the Rank 2 Character Leader for the Carcharians: GAR, THE GLADIATOR!

This guy has a special place for me, dear backers, as Gar is just one of my favorite characters from both a rules standpoint as well as a narrative one. He’s likeGladiator mixed with… Well, a shark, and if you don’t think that’s awesome then I just don’t have any words for you.

Stat-wise Gar is ab absolute beast- of course he is, he has had to survive as a Hadrossian gladiator! That instantly makes him like the scariest guy around! Resilience: 2, Wounds: 3- he isn’t going down without a fight. If all that wasn’t enough, let’s take a look at his attacks and abilities:

Tribute to the Voice, Gar’s signature attack. It’s not terrible at 3 dice- able to take a sizable chunk out of most Leaders and hard targets, but what really sells it is it’s ability: Anytime that attack kills an enemy Leader or Specialist, the enemy loses 1 additional morale. Basically Gar is a giant showstopper, boasting to The Voice and offering the Deep Gods tribute anytime he slays something worthy… And in this case the Voice listens, and the enemy knows it.

It’s a bit demoralizing when not only are you fighting your enemy, but you know for a fact their god is on their side!

In addition to this we see that Gar is the Arena Champion, which carries with it its own unique powers and benefits: Anytime Gar is fighting an enemy character (say, most of the Rank 2 Leaders, for example) or a bunch of inferior opponents try to test his might, Gar will let loose the full fury of the Arena, putting all his prowess and fury on display and gaining Offensive Expertise(2)! Not only this, but looking at Gar’s Inspire we see that if the enemy is Resonated then he’ll also throw on some Precision for good measure.

All this cumulates into the fact that Gar is one of the nastiest one-man-wrecking-balls in the entire game! Of course, all this comes at a bit of a trade-off, as he is very greedy in his abilities and selective buffs- Gar is a pit-fighter first and foremost, and while many other Leaders can push their troops to far greater effect than they normally could, Gar is mainly a power unto himself. He trades the tactical ability and support most other leaders offer their troops for his own capabilities and skills.

Well, dear backers, that about sums up our offerings this update. Of course, stay tuned for more in the coming time, as we still have plenty more to show you. All good things come to those who wait, and you never know just what we’ll reveal to you next time!

Until then!

-Mr. Black

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