RAGE PRIMER


One person found this helpful 2 people found this helpful. This tasty sampler is loaded with a rich potpourri of brilliant brain storms straight out of the genius mind of Steven Rage.

  • The Cape Ann: A Novel.
  • Santas Birthday Gift.
  • Omnath, Locus of Rage Primer?
  • Quick & Easy Crate Training (Quick & Easy (TFH Publications)).
  • RAGE qPCR Primer Pairs, Mouse?
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  • bahana-line.com: rage primer eBook: Steven Rage: Kindle Store!

It has excerpts from his available books which are: Some of these excerpts that I mention are available only here in Rage Primer because they have a bit of a different spin to them than what was published in his books' final versions. I thoroughly enjoyed reading these variations like I enjoy the bonus features on a DVD!

Also, this book gives us some delicious sneak peeks at Mr. Rage's current works in progress which are not yet available for purchase. I strongly recommend that the readers of this review who are unfamiliar with this author's writing style and background should search "Steven Rage" here on amazon.

Do your homework on this guy. He is more than worthy of our support and your research time! Amazon Giveaway allows you to run promotional giveaways in order to create buzz, reward your audience, and attract new followers and customers. Learn more about Amazon Giveaway. Set up a giveaway. Feedback If you need help or have a question for Customer Service, contact us. Would you like to report poor quality or formatting in this book? Click here Would you like to report this content as inappropriate? Click here Do you believe that this item violates a copyright?

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RAGE qPCR primer pairs, Mouse | SinoBiological

English Choose a language for shopping. Not Enabled Word Wise: Not Enabled Enhanced Typesetting: Enabled Amazon Best Sellers Rank: Would you like to report this content as inappropriate? Do you believe that this item violates a copyright? Amazon Music Stream millions of songs. Amazon Drive Cloud storage from Amazon. Alexa Actionable Analytics for the Web. Spigot is in some ways similar to Decimate. He's good at both beatdown and football, which is a great place to be. He's a great kicker and has an excellent goal threat. His damage potential is somewhat limited by his one inch melee zone, though, and he doesn't reliably do much damage - but when he's set up by his team he's pretty deadly.

Omnath, Locus of Rage Primer

He's reasonable at getting the ball back, too - though he isn't particularly fast with an underwhelming 9" threat range on a ball carrier. Spigot is a model I don't think Rage will be able to include often - he already has a damage dealer who offers a lot of payoff for setup in Gutter, so his other models probably want to be consistent solo like Decimate , or better at ball retrieval like Mist.

Fangtooth is pretty scary now. This has interesting team building implications - since Benediction is pretty much a Rage-only model he makes taking other captains awkward. Fangtooth has a lot of relevance in Brisket and Blackheart, so by taking him you get much more flexibility in dual captain rosters. He also enables turn one goal runs well. The top half of Fangtooth's playbook has a lot of very solid results in it, and he also wraps well, so anything that gets him more dice or reduces DEF is great for him. He's not consistent at hitting them - though running Decimate or Minx helps a lot - but he does provide a secondary option for killing high toughness targets - which is something the team can struggle with if Rage isn't able to use his own playbook or apply Bloody Coin.

Speaking of Rage's Heroic, it isn't very valuable on Fangtooth - since you only get to make three swings with it. You're also using Bloody Coin without getting any value out of it during Rage's own activation which isn't a great position to be in. Usually Fangtooth is going to be the setup model - move up, KD, do a bit of damage - and then Rage follows up.

Impart Wisdom does very little for either other captain. None of the other Character Plays on Brisket and Blackheart work with impart wisdom. Blunting attacks is a lot less relevant when Benny's melee zone isn't enabling Bloody Coin. Without the threat of an immediate takeout, Benny tends to get maneuvered around and ignored. He's only good if your opponent gets stuck trying to kill him which only happens if they make mistakes.

Blackheart and Brisket really want players who can switch gears to football if they need to. In Benny's slot you could take Fangtooth who's similarly solid in a scrum, but also helps the football game and is a better damage threat. You can't really afford to take more than one slow immobile guy in your team. You need to be a member in order to leave a comment.

Sign up for a new account in our community. Already have an account? Figured I'd write up some details on how to get good use out of Rage, what he does and who he plays with. Rage is a very unique captain who does things no others really do in the game, and plays quite differently to how you'd expect.

He's both powerful and versatile, though he definitely leans more towards a beatdown plan. There are a few different team compositions and plans you can run with him, and generally he makes for a very solid foundation of a team, especially when the rest of his team is also individually powerful. You pretty much always want to receive. It gives you a lot more flexibility in your player choices, and the ball is an important resource. Kicking off means you're lacking that resource, and you're forced into taking a model that has good kickoff pressure as one of your 4 player choices, since Rage doesn't have the threat range to do so himself really.

By default that's Mist, who causes other issues with your team composition also, since he's an influence hungry model that doesn't deal damage, though I'll talk more about that later. Note that if you do end up kicking, this does mean you get to choose which half of the pitch to deploy on. Usually it doesn't make much of a difference, but a good piece of cover for Mist to work from, or something to protect your team from an attacking team, is always nice.

If there's a large chunk of rough ground in the middle of someone's half, forcing your opponent to deal with it is nicer than having to work with it yourself. Both Strongbox and Coin are useful models to have in your roster. It's doable to run with only one of them, though I prefer to take both.

RAGE qPCR Primer Pairs, Mouse General Information

Usually, you want to take Coin into teams that spread out a lot or primarily play football, and Strongbox into teams that group up and brawl, especially if they are going to be coming towards you rather than you needing to go to them. Coin is also useful for player flexibility, since the additional influence the snake provides and not needing any itself, where Strongbox sometimes wants allows you to fuel more influence-hungry players in a line up.

Union have a lot of players that really want more influence than they generate, so this is a useful effect to have available.

This is the difficult one. Almost every player in the Union line up has at least some use with Veteran Rage excluding Rage1, of course. There aren't any unplayable choices, really. One thing to keep in mind is that you will want to be allocating four influence to Rage on a majority of turns. Usually because of this, you don't want to be taking more than two squaddies that want to be regularly stacked to full with influence.

Naturally, sometimes players will be taken out, or unable to reach the action, but usually it's good to have a 'standard' three players that do a lot of work when fully stacked, and then have the other two players be more efficient and able to do things with minimal influence investment. Benediction is a cornerstone of pretty much any Rage line up. He brings several tools that are relatively hard to get, and in a durable package with a great counterattack.

One of Benediction's main advantages is how tough he is. Rage really likes to be able to start beating down on a model that's already engaged. Benediction is your best option for moving up at the start of a turn, putting a melee zone on a person or three, and setting up for Rage to go in - and not dying to the enemy first turn before you get the opportunity to capitalize.

There are no other models in the faction which can do this reliably, and it is huge for helping Rage start fights. Benediction is also great at pushing other models around, which allows Rage to use Red Fury to maneuver models into position to take them out, disengage himself or other Furious models, and generally control the scrum well. Benny doesn't need much influence to do work - usually , just as much as is needed to ensure I have momentum at the start of Rage's activation - which is another major upside in an inf hungry team.

Extending the range of Red Fury lets you pull off some great plays too. He's also the more useful of the two Solthecians, and you probably want one or the other if you are going to be playing Mist, since 2" extra threat range for completely free is a nice benefit. Stand Firm is useful to apply to the model you kick off with, giving you some resistance to counter attacks or enemy assaults, especially Deadbolt and Lob Barrel. It's also occasionally useful if you expect Rage to be targeted, though you usually don't have the spare influence.

Gutter is a fantastic payoff model for Rage. She has several important utility tools, but her primary function is to convert influence into both damage and momentum at a good rate. The great thing about Gutter is that if she doesn't have a lot of set up done for her, you can still put a stack of influence on her and be reasonably confident that she will get something done with it - be it a bit of damage to generate momentum and set someone up, or Chain Grab to engineer a scrum for Scything Blow next turn, or the huge Scything Blow payoff when everything lines up just right.

Anatomical Precision is great for making playbook results easier to hit, means she almost never completely whiffs, and lets her hit some poor models looking at you, Flint and Brisket as though they had no defenses at all. Chain Grab is also a great play for Rage - Red Fury does many things, but anything that can be triggered off the playbook is suddenly a play that Rage can buy in his activation as well as Gutter's own. Yanking strikers into a scrum they don't want to be in is very handy. Gutter also has a knock down in her playbook, and 4 hits is not exceptionally hard to find when you have Anatomical Precision, so her parting blow is nothing to be sniffed at either.

Tackling people is usually not worth it over the KD, though. Hemlocke is the third squaddie I take in a large percentage of my teams. She has a ton of advantages and most importantly, all the things she does for the team are just not replicable by any other option. Most of the time, though, Hemlocke is here for her character plays. The least impactful in my opinion is Smelling Salts - while it looks powerful, 2 influence on Salts could be two more attacks for momentum, which is usually a similar amount of condition clearing as Salts while bringing a lot of versatility.

It is handy against teams with a lot of knockdowns like Farmers, though, since it lets you keep your Take A Breather for a future knockdown or a heal if you need it, rather than getting trapped on the floor with no way of getting out. Noxious Blast does a lot of work against some teams - particularly melee-heavy ones with poor defenses, like Masons. Having access to ranged damage is particularly powerful for Rage because it means your opponent can't just sit back defensively and force you to engage on them - instead, you can whittle them down with Hemlocke which forces them to engage onto you instead - this is huge when your teams is as powerful in an established brawl as Rage's is.

Finally, Blind is one of the best control tools in the game. Hemlocke single handedly makes Rage's turn one reasonably good instead of pretty underwhelming. Blind is primarily useful for screwing with your opponent's best activation - usually you want to be blinding whoever is threatening the ball, or looking at starting a fight in the near future.

You want to be bonus timing Blind pretty much whenever you get the chance - usually a hit blind costs the opponent at least a few points of momentum,so you're still trading up - but don't be afraid to one die blind especially on turn one if you expect your opponent to make their move before you get the opportunity to generate momentum.

Coin is useful here. Blind is particularly solid on models that are aiming for the ball - since it reduces their threat range on the ball carrier, their TAC to tackle it with, and then their kick to move it afterwards as well. Note that Blind doesn't do anything to character plays, so some players can avoid suffering many penalties - Rage can bypass it by spending his inf on Red Fury on someone else, Obulus can get work out of his influence with Puppet Master though his attacks become pretty awful.

Decimate is my preferred fourth slot for a second influence hungry model. She consistently and reliably turns influence into damage, with her TAC6 and Anatomical Precision she pretty much always gets work done. She's also got a great counter attack against anyone who can't reliably knock her down, and good defensive stats to go with it. Scoring right at the end of a turn with Decimate is particularly nice, since having her up near the enemy goal usually means there are some juicy targets for her to chop up at the start of the next turn if any of the enemy footballers are looking to recover the ball.

Decimate is great at hunting down lone flimsy models, especially those that just returned to the pitch - she can be relied on to put 8 damage on anyone without Tough Hide or a great counter attack, and generate momentum while she's at it. She's an acceptable kick off model if you need her to - though not as good as Mist. Thousand Cuts isn't a play which gets used a lot, but it can be great for setting up Gutter to really take someone out. The nice thing about Decimate is that she is a very very reliable player who always turns influence into results - but at the same time, if you hit a spike and roll that Thousand Cuts, she also has an amazing best-case scenario and sets up for the rest of the team.

She doesn't do anything incredibly unique, though, so she is probably the easiest player to drop from the 'core' lineup.

Introduction

Sack Outlets - These types are cards are mainly necessary to sacrifice Elementals while Omnath, Locus of Rage is in play in order to deal Lightning Bolt s. Our primer collection covers the entire human genomes. Studies looking at other molecules distinct from RAGE with a similar tertiary structure of their ligand-binding domain are currently underway. He is a good knock downer, and his Gluttonous Mass makes him resistant to ranged control and not bad against 1" melee fighters. Introduction The adaptive and the innate immune systems are both capable of initiating inflammation.

I am not too fond of Mist. Now, he's a very powerful player, and definitely the best striker in Rage's options. However, he has some major downsides. Primarily, he is an influence hungry player who does not deal damage in any reasonable amount. This causes a lot of issues in your roster. If you're taking Mist, then in order to reliably fuel him you probably only want one other inf-hungry model.

The solution here is to take an influence efficient player with good momentous damage in their playbook - primarily, this means Minx. Mist does do a lot of work, so if you're comfortable with being somewhat weaker in a brawl and more vulnerable to control since if the ball is killed you're in a 5v6, and if you lose a beater you only get 4inf of relevant attacks that turn then his goal scoring potential is second to none. One of Mist's main advantages is that he is by far the best kickoff model Rage has, with 12" of threat on the ball if near Benny or Grace without any influence investment, 14" with some well placed cover.

This makes him a real nightmare for some teams to protect against. Throwing Mist in for a goal and having him immediately taken out is usually a trade you're willing to make. With his first column tackle, good Def and 2" reach, he's also a solid model to put the ball on if you need to protect it against a footballing team, especially considering how little influence investment he needs if he's just keeping the ball safe rather than actually doing anything.

Minx is influence efficient and also does good damage. This is not a common combination. Snared is a useful setup tool for the rest of the team, and Marked Target is useful for increasing your threat ranges, particularly if you have Coin to make it more reliable on turn one. Minx's threat range is extremely long, especially with Damaged Target, so she's good at hunting down models which returned to the pitch after being taken out. However, she has some trouble sometimes - if she can't charge she doesn't reliably do anything at all to a model with Tough Hide, and she is also really quite flimsy with her 12 max HP and poor counter attack.

She also has a tendency to get isolated on her own near the enemy team, since she's much faster than anyone else, so she does occasionally get ganged up on and beaten down, which usually results in a taken out Minx very quickly. It can be difficult to justify the slot on Minx, since your two influence efficient models are usually filled by Benediction and Hemlocke. Minx is particularly good into footballing teams who want to play keep away, since her slightly lower toughness doesn't matter so much there, and she can chase them down well and keep them pinned down.

Back To The Shadows has some awkward anti-synergy with Rage, since he usually likes for his players to remain engaging the enemy rather than dodging away. Grace has a few utility effects which are quite handy.

Rage Primer

The most relevant of these is Quick Foot, which is great for increasing threat ranges and getting your slower models into the fight. However, this isn't usually worth an entire player slot, when you consider Grace's downsides - she's quite easy to take out, she doesn't play football particularly well, and she doesn't do much damage either - she's only really relevant as a support piece, and she isn't as good a support piece as Hemlocke.

However, she should still probably be in your roster, solely because of Purity. As a final player, she is a great drop into Smoke because removing AOEs placed by Smoke's team preferably, before she can drift them on top of your team really messes with Smoke's plan.

Smoke is otherwise a tough matchup for Rage, since she's good at playing keep-away, pretty resistant to Rage himself, and controls the board well while threatening to score goals very easily, so adding a model to the roster entirely to turn a poor matchup into a quite good one is probably worth it. What they don't bring is durability, mobility, or indeed anything other than a big old bundle of murder. Now, that's not to say that these esteemed gentlemen aren't useful. However, there are a lot of matchups where they won't get much done, or will be a liability.

There are some teams where they are a solid choice, however - the stand outs are Corsair who can't really kill Tough Hide models well and Farmers who tend to want setup before they do things, and have a lot of HP but are vulnerable to high raw damage numbers. They are quite influence hungry though if you're feeling greedy you can stack up Avarisse and leave Greede on 0, and just hope nobody comes too close. Note that if Greede gets taken out, Avarisse becomes a whole lot more useless, especially since Greede isn't exactly great at reaching the scrum again once he's back on the pitch.

Harry used to be a fantastic choice, but no longer sadly. He does have his advantages though - a good knockdown, and Goad and Inspiring Hat are very useful to have. Goad is a fantastic play for controlling the enemy team, especially into footballing teams - brawling teams will often just shrug and kill Harry. Not having momentous damage till his fifth column of five isn't good enough to be usable most of the time. Unfortunately for Harry, he doesn't get enough out of his influence compared to the inf hungry models of the team, and when he isn't allocated a stack he doesn't really do anything Benediction doesn't do to make up for his low durability.

He is a solid player, like Minx, into footballing teams, but it's hard to fit him in the roster even there, since you also have other options for control or anti-football tech models. He's also okay into control teams - especially Hunters, since all their ranged control effects also deal damage and so proc Rising Anger - however Rage already is naturally resistant to control himself, and the Hunters' likely solution is just to not focus Harry and instead focus on controlling those models in the lineup which actually do things.

Snakeskin is a weird mix between footballer and fighter. She's nowhere near as good at snagging a ball and putting it in the goal as Mist, but she is amazingly good at picking up the ball and holding onto it while preventing anyone else from getting anywhere near it. Clone, Nimble, and Charmed all help her keep the ball away from those who would want to put it into the net.

She's also quite influence efficient when it comes to damage if she has it spare, since her 2 damage result, while not momentous, is somewhat easy to hit and also applies poison. She is an interesting substitute for Mist - one I need to test more, to be honest - if you want a little bit more beating down power, and primarily want to kill the ball if you get hold of it rather than score with it.

She is very influence hungry, and dies quite quickly if a beater especially a female one manages to reach her without clone up. She's also an okay kick off model, with an 11" threat range on the ball and damage to back things up if the ball becomes unavailable. Unlike Grace, Fangtooth is also quite influence hungry himself, and he slows your team down rather than speeding them up. He is a good knock downer, and his Gluttonous Mass makes him resistant to ranged control and not bad against 1" melee fighters. He does die quite quickly if the opponent is committed to putting him in the dirt, no matter what his 29 health says.

Unlike Gutter, though, Fangtooth's 'fail case' scenario when he doesn't go off and blow everyone up is pretty underwhelming, which is a pretty big downside. Basically, if you're going to look for a best-case setup to kill entire teams, you could be doing so with Gutter instead and have a reliable fighter the rest of the time, rather than take Fangtooth for a similar upside but get a slow bundle of hitpoints that screws over your own team the rest of the time.

Most of the time the first turn is not anything special. Usually you want to be moving your players up enough that they can threaten to do something next turn, and then have activations of actual work being done towards the end of the turn. Usually one of these is Hemlocke and the other is either the model you kicked with, or a model you dodged up the table with the ball. If you're dodging someone up, it's often Decimate, since she has a long threat, reliable damage, and can score if needed or pass for another dodge if one of your previous passes missed.

Hemlocke wants to be blinding the enemy's relevant turn one activation, and if possible also Noxious Blast multiple people. Benediction usually puts Stand Firm on the model you're throwing forward if that's expected to be an issue, possibly also Confidence from Strongbox though it may be better used on Hemlocke if you really need that Blind to hit.