M2e+Yin+The+Penangalan


 * Yin the Penangalan, Ten Thunder/Resurrectionist Enforcer**

=__Overview__=

toc Yin is our local Penangalan or Malaysian vampire. She is another **Ancestor** and is a thematic piece of Yan Lo as well as being a **Horror** and playing nice with Molly. She is mostly there to screw with Wp and plant debuffs on enemy models. She is also very costly to take down against enemies that lack ways to get [+] on their attack duels thanks to her **Mass of Viscera** ability.

=__Mobility__=

Yin's Mobility is pretty straightforward, she has a low Wk of 4 and an average Cg of 6, but compensates for it with the **Flight** ability which lets her ignore models and terrain when moving.

Her **The Fear Behind the Eyes** also has a trigger called **Look and Be Afraid** that lets her push into base to base with the target if she damages, though she does require a Mask to make it work, but it is a possible 8" push. Do keep in mind Flight only works on move, not push, so it won't let her pass over other models or terrain.

=__Offense__=

Yin's offense isn't so much about causing damage as much as putting very mean conditions on enemy models.

Entrails
This is Yin's Melee Attack action and her only way to target Df. It is Ml 6 with a Melee Range of 2" and a damage spread of 2/3/4. The damage track is pretty low by itself, but her triggers make it all better. First she has **Infect** which she can trigger automatically and it gives out the **Poison +1** condition for each Crow at the end of the duel. This makes her damage spread be closer to a 3/4/5 on her first attack and supposing you didn't expect the enemy model to be dead till the end of the turn. From a Resurrectionist perspective it also can be useful to setup **Poison** based models like Sebastian, Canine Remains, Shikome or Rafkin. **Entrails** also has the **Can't Look Away** trigger, this gives **Slow** after damaging which is always a nice condition to spread on enemy models.

Also, related to her **Entrails** action is her **Wicked** ability, which means that Yin's disengaging strikes cause damage. This can be a very strong effect since Yin can be a pain to kill and although not the heaviest hitter, she does have enough Ml to make the enemy model wonder if it's worth the risk of trying to disengage only to not be able to move and also take damage. Do keep in mind that you cannot declare triggers during a Disengaging strike though.

The Fear Behind the Eyes
This is Yin's other (1)AP action. This is another attack action that happens to target Wp, has a Ca of 6, a damage spread of 1/2/4 and also a range of 8". The damage is outright pathetic, but since it isn't a Ranged Attack action it can target engaged models without randomizing or can be used while engaged. The selling point here are the triggers. First off is the //No Escape// trigger which gives the **No Escape** condition after damaging, this means that the targeted model can't Walk or Charge till the end of the turn. This is HUGE for table control, specially if the enemy crew is lacking tricks to move his models that aren't based on walking or charging. Do remember that it needs to damage and the weak damage is very low, meaning that any Soulstone user has very good odds of preventing all the damage and blocking the effect. The **Look and Be Afraid** trigger is already covered in the Mobility section.

Gnawing Fear
This is Yin's (0)Action and it also happens to be another Attack Action. It is a Ca 6 action with a TN of 9 that targets Wp and has a range of 8". The suit needed to get the spell going is native to her Ca stat so no problems there and it has no triggers. If the action connects, it gives the **Gnawing Fears** condition, which means that until the start of Yin's next activation or unless she dies, the targeted model has [-] to all their Ca and Wp flips.

This can allow you to shut down a model that has mostly casts for upwards of 2 activations. Since this lasts until Yin’s next activation, Yin is one you will likely want to activate early at first, and once **Gnawing Fear** goes off, activate her late in the next turn so you can force your opponent to either delay using that caster, or take penalties. Additionally, that [-] to Wp duels includes **Horror Duels**, making it a lot more risky to target Yin, resisting **Fear Behind the Eyes** and is also fantastic setup for any Wp attacking models like Komainu or Hanged.

=__Resilience__=

This is Yin's other big selling point. Her defensive stats are OK with a nice package of Df 5, Wp 6 and 8 Wd, but what really makes her tick are the **Mass of Viscera** and **Horror (All) 12** abilities.

Mass of Viscera
First is **Mass of Viscera**, it gives a [-] to any attack and damage flip against Yin. This is huge since it means most models will need to focus to have decent odds at hitting her, though do be careful with anything that happens to have [+] flips on their attack actions for whatever reason or Soulstone users who can compensate for it with a Soulstone. The [-] flip to damage also helps to reduce the damage of the hits that do manage to go in, and since even though it has the same effect, it is not **Hard to Wound +1** meaning that abilities that ignore **Hard to Wound** have no effect on **Mass of Viscera**.

Horror (All) 12
This means that anybody that targets Yin or ends a Walk action within Yin's Melee range has to pass a TN 12 Wp duel or be **Paralyzed**. This gives Yin an additional layer of protection, and though early in the turn your opponent should be able to cheat the effect away, in the later parts of a turn when cards become scarce it can be a lifesaver. Also, it combines marvelously with **Gnawing Fear**, since a model with a [-] on Wp is more likely to blow the Horror duel and end up with a wasted activation.

=__Upgrades__=

Since Yin is both a Ten Thunders and a Resurrectionist Enforcer, she has an ample choice of upgrades depending on the faction she is playing.

Recalled Training
This allows Yin to discard the upgrade at the start of her activation to get [+] flips on all duels and flips for the rest of the turn. This can be a very solid upgrade on Yin if you have the stones for it, though her damage spread isn't anything to write home about, higher odds to get Moderate or Severe damage increases her total damage potential and the [+] flips to attack increase her odds of connecting with her nasty conditions. She isn't really the first choice to give **Recalled Training**, but if you feel you don't need the stone she can be a good second/third model with the upgrade.

Servant of 5 Dragons
Utility upgrade that gives +1 Wp and you can discard at the start of Yin's activation to discard all scheme markers in a 3" pulse from her. It's important to keep in mind that it's at the start of the activation, so you have to get her into position to where you want to use the scheme pulse the previous turn. This can be interesting in a scheme marker heavy match and her **Flight** can certainly help her get into position, but Yin is mostly a tank debuffer so she'll mostly just want to engage something that is big and strong but is lacking any form of [+] flips to debuff it to kingdom come and keep it honest till Yin dies. The +1 Wp is certainly nice, planting Yin on Wp 7, but unless you have a very good reason to believe it's important, it's not really worth a Soulstone and the upgrade slot since **Mass of Viscera** tends to be enough of a defense.

Unnerving Aura
This upgrade gives Yin the **Unnerving Aura** ability, a 3" aura where if an enemy model begins and ends it's activation within 3" of her, he takes 2 damage. This is a very good upgrade for Yin as it can be daunting to take her down and, with **Wicked,** difficult to disengage. If you see a good cluster of models lacking [+] flips on their attack flips, just send in Yin to engage, try to **Gnawing Fear** the most dangerous one and sit there while seeing how your opponent cringes. Remember that other **Unnerving Auras** stack, so having another big model like Izamu with the upgrade can cause a lot of wounds in quick succession if placed right. **Armor** does reduce the damage though so account for that when deciding who to engage.

Decaying Aura
This is an expensive upgrade at 2 SS. It gives Yin the **Decaying Aura** ability, which is a 4" aura that prevents enemy models from healing or using soulstones for damage prevention. To get good use out of this upgrade you have to commit actively towards enemy stone users, but once there, it makes them quickly fold, since a lot of stone users depend on damage prevention to keep them going. Yin can in theory get good use of this since she is so hard to shift, but soulstone users have an easier time going over **Mass of Viscera** and once Yin starts getting hit, she tends to die quick, so I tend to favor giving the upgrade to harder or more damaging models.

Transfusion
This upgrade gives Yin the **Transfusion** (0)Action. This action is a Ca 6 action that targets Df, has a range of 8" and transfers all the **Poison** condition from a model 8" from Yin to the target. This upgrade isn't really worth considering on Yin since since **Gnawing Fears** is such a powerful effect. It may be warranted if playing Sebastian or McMourning and if you feel you need more ways to have poison flow and it can also let her quickly move the poison she plants with the //Infect// trigger on other more relevant models.

Necrotic Preparation
This upgrade gives her the **Bloated Stench** trigger and a [+] flip to her disengaging strikes meaning that enemy models in her 2" engagement range have to make the choice of either attacking her and risking failing a Horror duel and taking damage for each attack or trying to run away and getting hit with an MI 6 wicked attack with a [+] flip. Very useful upgrade if you want to use her to lock down enemy models.

Take Back the Night
This upgrade is available to Yin thanks to being a **Horror**. It gives a 10" aura that gives **Spirit** and **Horror** models the ability **We Are the Night**. This means that once per activation, when they reduce an enemy model to 0 Wd with an attack action, you may draw a card. If you are going for a very combat oriented crew that happens to have a lot of **Horrors** and **Spirits**, it can be a fantastic way to get some hand rotation and thanks to how annoying Yin is to take down, she can function perfectly as a control tower to get the most benefit out of it.

=__Tactics and Tips__=

Yin tends to be on the slow side, but you can compensate for this by using **The Fear Behind the Eyes** action on your own models and using a low Mask to trigger **Look and Be Afraid**, this can give her a gigantic burst of speed on the first turn where odds are low you will need Yin screwing with anybody with her 1 AP actions and can also be a good escape mechanism when Yin gets herself in unwanted places, specially if she happens to be the bodyguard. Do remember that it is a push though, so **Flight** does not work with it.

Whenever you activate Yin, take a moment to decide what you want to achieve. Do you want to engage a model and try and block it as much as possible? Engage it be it by moving or charging and cast **Gnawing Fears** on it so the Horror Duel can be a big problem. Do you want to stop a model from moving around? Then just blast it with **The Fear Behind the Eyes**. Do you want to prepare an enemy model to get ganged on by your Wp attacking pieces? Try to get **Gnawing Fears** on it and don't discount using **Focus** if you don't have good cards in your hand. Yin is mostly a distraction and should be treated as such and an enabler for other pieces of your crew when relevant.

Chiaki is a great partner in crime with her mostly for the ability to pass on **Chi** to Yin. Since Yin has 2 very strong Attack actions that are Ca based, it gives her a huge bump in her odds of connecting. Passing a couple of **Chi** can plant her in the very high Ca stat of 8 which is more than enough to go over most of the game's Wp defenses.

Also, since Yin is a **Horror**, she plays very well with Molly on the resser side of the game. Between **Gnawing Fears** letting Molly have a much easier time to get **Whispered Secret** in (and working between the two they can keep a target perpetually debuffed) as well as being able to be affected by the benefits of **Forgotten Life** (**Black Blood** and **Whispers of Future Flesh**) Yin gives and receives a lot in this partnership.

=__Playing Against Yin__=

Anything with a [+] flip on it's attack duels is the bane of Yin, so try and make sure that those models go after her. Also, anything with **Ruthless** will stop her **Horror** from being an issue. Aside from that, every time you decide to attack Yin, if using **Focus** will give you enough [+] on the attack duel to get a straight flip, do it, since the other option in those cases is to hope for good cards when flipping with a [-], and unless desperate, that usually isn't the most solid of plans.

Any time you intend to attack Yin for the first time in a turn, consider if you have anything else to do in your activation and do it, just in case you fail the horror flip against Yin.

Any form of condition removal will really remove the fangs from her bite, so take care of your conditions removers, since an application of **Gnawing Fears**, **Slow** or **No Escape** can be a very big deal at a given moment. Anything that lets you move without **Walk** or **Charge** will be helpful to limit the effect of **No Escape** and **Gnawing Fears**, can sort of be worked with either by using **Focus** if she tagged a caster or by engaging other models that can capitalize on the [-] to Wp before they reach the debuffed model.

Finally, any form of indirect damage will make quick work of her, so blasts, pulses and passive damage should be aimed at her.

Unless otherwise stated, all names and images on this site are property of Wyrd Miniatures, LLC. ([|Link])
 * __Ownership__ **