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===Warbeasts=== ====Lesser Warbeasts==== *'''Crabbit''': These little guys come in pairs. They are relatively fragile and are pretty dismal in a fight. However, their elusive animus and shield guard make them very annoying to deal with. They themselves are highly mobile with bounding leap, so can potentially get into position far faster than they normally would. Useful if you need to fill slots and take a guard. ====Light Warbeasts==== *'''Frightmare''': You keep this guy around to fling it’s acid blast around, but it has other uses. It regenerates and can ignore stealth and cloud effects with it’s animus. But seriously: acid blast is a mid pow AOE that does continuous corrosion. In melee, it can throw people with it’s open hands. Not the most exciting unit, and you may need that boost to land a direct hit, but the acid is worth it. *'''Gorehound''': Speed is the name of the game with this warbeast. Very fast with a decent MAT, though leaves a bit to be desired with it’s bite. However, it doubles a warlock’s effective control range for itself, can pass through terrain, obsticals and models, and has prowl. It’s bite can pull an enemy model toward it at reach. Finally, it’s animus grants sprint. These guys make amazing flankers. While not the most durable, they can pounce on out of place solos or pull a model out of formation. *'''Rattler''': Your light combat beast. Decent MAT and P+S with it’s two claws make it a painful up close experience. Berserk means that for each kill, it makes another swing. Potentially, this lets you clear tarpits in a single round. Overtake lets you keep the pressure on. It’s animus grants it countercharge. The Rattler is pretty much what its name implies: it’s designed to shake your opponent and be aggressive. Be weary, though, as it doesn’t take as well as it gives. ====Heavy Warbeasts==== Grymkin heavy warbeasts make extensive use of corpse tokens. To get the most out of them, they need a steady supply. Murder is, of course, the simplest, but there are a few support units to consider fielding alongside them. *'''Cage Rager''': Of the two warbeasts, the Cage Rager is the more defensive option. Decently high ARM and the ability to use Arcane Vortex to negate spells is useful. Warlocks can use it to channel spells as long as it has a corpse token, and they can spend them to upkeep spells. The trick is getting them. It’s P+S and offensive options leave a bit to be desired. It’s animus can give magical and blessed on tap, but you may need to support this beast to get the most out of him. *'''Skin & Moans''': The more aggressive of the two, at first blush, you might question that. High MAT but low P+S and ARM means this guy starts low. However, it gains STR and ARM for each corpse token it gains. It also can spend them to regenerate d3 damage. This puts its potential end point at the higher end. Its animus grants pathfinder and lets it bushwhack. *'''Clockatrice''': A flying heavy support chassis (SPD6! ARM 18!), with all the annoying rules you could ask for. Its P+S is definitely not why you bring this mechanical nightmare, as it's comparable to a light. However, it's your best ranged warbeast with a magical assault SP8 POW12 gun that applies slow on hit, fixing your average at best MAT. It can place itself 3" within its current location once one of its aspects get crippled, once per turn. Finally, it's a construct (and autorepairs d3 on in the maintenance phase). Need to run hot? Leave 3 fury on this birb, it doesn't have time for frenzy checks.
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