M2E+Hayreddin


 * Hayreddin, Ressurectionist Enforcer**

=__Overview__= The first traitor of the Neverborn, son of Lilith, and one unhappy immortal. Hayreddin also gains **Vitality** which he can use to perform a few extra tricks for mobility, resilience or offense.toc

=__Mobility__=
 * Wk 6** and **Cg 8** and **Flight.** This guy has potential to get around quickly. His zero action, **The Ritual Begins**, can spend two Vitality points to be placed 6" not in contact with a marker or in terrain.

=__Offense__= Hayreddin can toss out some decent damage in melee or range, but using **The Ritual Begins** can add some more tricks to what damage you put out. **True Strike** uses 1 Vitality to ignore armor and incorporeal with melee attacks for the turn. **Curse of the First Traitor** can also help out, damage flips against other models within 4" gain (+) flip. Be careful, this is ALL models.

When Hayreddin wants to get tucked in he hits folks with **(1) The Traitor's Staff.** It's **Ml 6** with a baked in Mask Rst; Df Rg: 2 and a 2/3/5 damage spread. It also has three triggers for fun & flavor: Crows- **Infect** Poison +1 for every Crow in the duel total Mask- **Away, Fools!** trigger 1 with a Mask, After damaging push all friendlies away from Hayreddin within pulse 4" away Mask- **A New Soul** trigger 2 with a Mask, make a kill, gain +1 Vitality

Of all things Hayreddin uses a shotgun for range, but his Charge range is longer. Using the trigger prevents you from using another shot, but the trigger is quite nasty. If you're forced to walk or use another 1 AP action then use the trigger since the needed Crow is baked in. Crow- **Slug .** After damaging do a 2/3/4 damage flip which may not be cheated, this attack places no blast markers. The action may not be taken again this turn. So after your initial damage with blast you get another damage flip without it, that's minimum 4 damage, max 8 barring the Red Joker showing up. If you start in range to use the shotgun fire without the trigger once, then use the trigger on the second shot for minimum 6 damage max 12.
 * Sawed-Off Shotgun-** Sh 6 Crow Rst: Df Rg: 6 2/3blast/4blast blast

=__Resilience__= Like you'd expect from a Neverborn, Hayreddin has that lovely **Black Blood**. All models that don't have **Black Blood** and within 1" of him when he takes damage suffer 1 damage. Molly's crew shouldn't have much to worry about there. But beware who you have next to him otherwise. He's also a little low on wounds at 6, but **The Ritual Begins** has an answer for that as well. **Desperation** lets you spend 3 Vitality to heal 4 damage to stay in the fight. Df 7 and Wp6 make this guy a fairly difficult target to hit.

=__Upgrades__= As an Enforcer you get one upgrade, sadly he has no personal upgrades to play with... Thankfully Ressers get access to many useful and fun ones so pick which one suits your current situation best.

=__Tactics and Tips__= Hayreddin's (0) action **The Ritual Begins** eats Vitality, which is gained through **Essence Drain**. Once a turn, when another model within a 4" aura takes damage you gain Vitality +1. Should he die or get sacrificed you draw then discard the same number of cards as your Vitality. The last option on **The Ritual Begins** is **My Return Cometh**. If you have 4 Vitality to spend you can get Reactivate.

=__Playing Against Hayreddin__= Hard hitting ranged attacks will drop him fast and prevent **Black Blood** from coming into effect. If you plan to use melee then use something with a 2" melee range and hits hard. Use models with good damage spreads and high attack numbers, using Burning or Poison wouldn't be a bad idea either. Don't let him build up Vitality if you can help it.

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