Hello and welcome back to another iteration of the profiles chapter of this journey to the release of Warcrow. In the last part, we took a deep dive into Alborc and Draco. This time, the Hetman and the Wrathmane are the ones receiving the treatment.
Didn’t see the past blogs about Warcrow? If you already feel on board, and want to grab yourself a copy here! Ok, let’s go!

Warcrow

As already said, we are going to take a look at non-character commanders today in the form of the Hetman and Wrathmane. Both units are cheaper than the names characters. The Wrathmane loses a command token, a point of morale and is 20 points in comparison to Alborc. The Hetman loses a wound, a yellow dice on WIP, a point of morale and is 15 points.

Characteristics and Keywords

First we go with the Wrathmane. Quite the same as Alborc, but the ability to join Varank units is gone and Raging appears. Raging gives an extra auto hit on attack when charging. The Hetman loses quite a bit. He has no bloodlust, no join moves, and elite is gone too.

To combat, the wrathmane loses an auto hit on attack, but gains a yellow dice in its place. Pushing for stress remains the same as Alborc, which switches now letting you add an extra wound on a hollow hit, or giving out vulnerable. Defense is identical to Alborcs as is the 0 rate for conquest value.

Attack and defense

The Hetman has a stronger attack with a medium orange dice over Drago’s yellow and the same auto hit. However, in combat, the Hetman is weaker. Losing a red and yellow dice and downgrading from a green defense to a blue attack is noticeable. Even if he does gain a single auto hit. Losing the switch isn’t nice, but it does mean that losing the filled in exclamation from the push isn’t all that bad.

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It’s the same in defense. A medium blue dice is taken off, but the push goes from a strong to an auto block. He has zero conquest value, which is significant.

The Wrathmane’s command ability lets you target an enemy within 10 strides and give it frightened and disarmed conditions. Frightened means you have to reroll any successful willpower tests until you succeed a second time. Then the condition goes. Disarmed means the target must cancel a die from their attack with a success on it. If there is more than one die with a success, the enemy picks which die goes.

The Hetman’s command ability takes off one stress for all friendlies in 20 strides, once per round and his passive ability of inspiring leadership lets all units in 20 use his WIP. Me like.

Adding them to the units of Warcrow

IF you add the Wrathmane to a unit, he really starts to shine. Bringing his willpower +1 morale and +1 conquest value is nice. But in the attack, he adds an auto hit, the ability to push with stress to gain another hit and a strong red attack die. You also gain switches to inflict an extra wound with a hollow hit and/ or displace your enemy 3 strides with a hollow exclamation. All this and the Wrath Roar command ability is still there.

Bringing the Hetman into a unit moves only his WIP to the unit, no morale buff here.

Attacking gains a hit, plus a switch to get another hit with two hollow exclamations. He adds nothing to defense, but +1 to conquest value. His command ability lets his unit ignore stress one per round and stead soldiers’ passive ability lets the unit reroll willpower checks.

The Hetman gains a hit when attacking, and a switch to get another hit with two hollow exclamations. He adds nothing to defense, but +1 to conquest value. His command ability lets his unit ignore stress one per round and stead soldiers’ passive ability lets the unit reroll willpower checks.

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As for the Northern Tribes of Warcrow, the Wrathmane is a good unit. Less of an out-and-out hammer as Alborc, he does some good work adding damage output, conquest value, moral and switches to any unit he joins, plus wrath roar is going to be a pain to whoever you slap with it.

That’s it for today’s Warcrow news

As you might have noticed on the length of this Warcrow blog, the characters can do a bit more than the nameless commanders. That doesn’t make it less fun, does it? In the next one, we are going to look at the influence of the moon, the spellcasters. Be sure to check it out and see you next time!

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