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The Book of Necrotech Wraithriders

Chill

Active member

The Book of Necrotech Wraithriders

Age of Annihilation
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Alternative style Army Cards
Spoiler Alert!

Character Bio:Wraithriders are the vanguard elite of an Ironclad advance, rushing ahead of the main force to break forward defenses and weaken morale before the enemy are overrun by the inexorable march of legions of ghastly cybernetic creatures. Their fast and aggressive flanking tactics force their adversaries into killing zones, where the rest of the Ironclad can apply their vast array of horrific firepower onto the beleaguered and hopeless.

CHAIN GRAB 9
After moving and before attacking with the Necrotech Wraithriders, one at a time, each Wraithrider may choose an opponent's small or medium figure within 3 clear sight spaces whose base is no more than 6 levels above that Wraithrider's height or 6 levels below that Wraithrider's base. Roll the 10-sided die. If you roll a 9 or higher, place the chosen figure on any empty same-level space adjacent to that Wraithrider. If the chosen figure is engaged when it is moved by Chain Grab, it will not take any leaving engagement attacks. A figure can only be moved by Chain Grab once each turn.

ROLLING MOVEMENT
A Necrotech Wraithrider cannot move onto a space more than 2 levels above its base.

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-Rulings and Clarifications-
  • N/A

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-Combinations and Synergies-

Synergy Benefits Received
  • IRON LICH VISCEROT : IRONCLAD PUPPETEER
    As a Unique Eisenek Squad, Necrotech Wraithriders may benefit from Iron Lich Viscerot's IRONCLAD PUPPETEER activiation bonus.
  • IRON LICH VISCEROT : VILE INJECTION
    As Eisenek, Necrotech Wraithriders may benefit from Iron Lich Viscerot's VILE INJECTION movement and attack bonus.

Synergy Benefits Offered
  • HELLFORGE MANDUKOR : Feed the Forge 15 : As Eisenek, Necrotech Wraithriders may aid Hellforge Mandukor with their FEED THE FORGE 15 d20 ability.

Synergy Imposed
  • OTONASHI : ATTACK THE WILD 2 As a unit with a wild personality, Necrotech Wraithriders provide Otonashi two additional attack dice when she attacks them.

C3V and SoV Custom Synergies
Spoiler Alert!


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-Strategy, Tactics and Tips-
  • TBA

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-Heroscapers Community Contributions-

Power Ranking and Master Index
  • TBA

Unit Strategy Review
  • TBA

_________________________________________________________________

-Images-

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IMG_0974.jpg

 
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They're Wild, so Otonashi hits them harder.

As a non-Pirate Unique Squad, the Widow can Hire them... but that might be too broad of a category to list as a "synergy".
 
They're Wild, so Otonashi hits them harder.

As a non-Pirate Unique Squad, the Widow can Hire them... but that might be too broad of a category to list as a "synergy".

Yeah I looked through a few of the books for wild units and didn't see that listed. But it would probably be an improvement. Do we think that would be "synergy imposed"? I took that to mean "imposed by this unit" rather than "imposed on this unit" but it could encompass both. (?)

For Hire Crew, I would be for it because there aren't too many unique squads and it would be very useful to see for the squads that would really benefit (like samurai). But I would also be against it because the category itself is very broad (the equally broad Unique Hero would clearly be too much). I'll wait for others to chime in here!
 
"Synergy Imposed" means "imposed on this unit."
 
Are these guys allowed to climb ladders? I'm guessing they do but it seems weird :p
They're Medium, they're single-spaced, and each ladder rung is only 2 levels above the previous one. Regardless of what logic says, the mechanics say they can do it.
 
When Morsbane negates them, they wrap their chains around their wheels for added traction.
 
You know, I did too. I might have to reconsider ordering these guys...I have such high temptations to play Frostclaws everywhere.
:unsure:
 
When Morsbane negates them, they wrap their chains around their wheels for added traction.
One of the very few uniques that see a benefit from negation. They lose the utility of their whip, but they become 8 movement units that could really climb.
 
Just played against my son, and these guys took me by surprise. 8 move and a hot d20 and they totally took down my ranged attackers when he got initiative. The extra life kept them going longer than I expected.
 
These guys absolutely slaughtered in Scenario 7: Louder Than Words. With no flying units, these guys having 8 move (up to 10 with injection) makes them the kings of navigating the landbridge over the river. 9 is also a low roll to have to hit for the chaingrabs to work, and if your opponent isnt incredibly careful with where they place their ranged units, the Necrotechs can completely mess up their enemy's positioning.
 
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