M2E+Mouse

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 * Mouse, Arcanist Totem (Ironsides)**

=__Overview__= Mouse is the the lasso-wielding sidekick of Ironsides. As befits his name, he's not a massive combat figure, but he provides excellent support: he pulls models toward him, and heals models.

=__Mobility__= Mouse has a **Wk 4**, which isn't very fast. An objective-runner is something he'll never be, but he's **Insignificant** so that's true anyway.

He does have one thing to make up for it: he can pull things closer. His **Rope Toss** attack has a trigger //Drag// on a built-in rams that pulls the target 8" toward Mouse. Since **Rope Toss** only has a range of 8" itself, that will probably bring the target right up to Mouse, which is probably close enough for Ironsides to wallop.

Furthermore, Mouse can give other models (presumably enemies) **Arrest**, which makes them discard a card to Walk or Charge. It's only a 4" range to use this, and it's a **Ca 5** attack against **Df.** It's not perfect, but it will drain an opponent's resources or slow them down.

So, Mouse doesn't move much. Instead, he brings enemies in and makes it hard for them to move on. This can be used to draw enemies into an attack, or to pull them out of position.

Mouse can also use //Drag// on friendly models. He'll do them a little damage, but pull them along as well.

Mouse also has a **Cg 6**, which is odd because he doesn't have any melee-range attacks so there's never much point to charging.

=__Offense__= Mouse has two attacks, both mentioned in Mobility.

First, he's got the ranged attack **Rope Toss**. It's **Sh 5 rams** with 8" range, and targets **Df.** The damage is low, but it can pull the target 8" toward Mouse on a built-in Ram trigger.

The other attack is **"You Ain't Leavin'"** which makes it harder for models to move.

=__Resilience__= Mouse's Resilience is pretty good! He's got **Df 6**, so he won't get hit much, plus **Hard to Kill** and **Wd 5**, so it will probably take two or three good hits to kill him. His **Wp** is average, which is not bad.

Mouse also has a (0) Tactical action, **The Good Stuff**, which heals 1/2/3 on a 5 rams or higher, with a 6" range. This can help his own resilience or someone else's. Remember he can target himself with this, but just as often he's likely to target Ironsides. It takes only 4 stones to hire him in your crew, however if you could afford 6 stones, then hire the Silent One seems a better overall idea - the healing ability is the same range of 1/2/3, but the Silent One offers far more tactical options in gameplay.

=__Tips and Tricks__= Some things you can do with Mouse:
 * Pull targets up so Ironsides can clobber them.
 * Pull Ironsides up so she can clobber things.
 * Heal Ironsides.
 * Heal himself and become impossible to kill.
 * Heal or pull someone else.
 * Pull enemies out of position.

=__Playing Against Mouse__= It's hard to say whether it's worth it to attack Mouse! It takes a few hits to kill him, because he's Hard to Kill wth a high **Df.** He can't do much damage or accumulate VP himself, but he can move models around and heal them. Models that do damage targeting **Wp** help.

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