Night+Terror

"//Spirits trapped between living and death, they haunt the night. Soaring on spectral wings while wrapped in darkness of their own creation, Night Terrors drain the vitality of their prey through the pair of mouths that have replaced their eyes.//"
 * Night Terror, Resurrectionist Minion** toc

=__Overview__= Night Terrors may belong to the Resurrectionists, but being both **Beast** and **Nightmare** they are occasionally found under the command of The Dreamer and Marcus. They are a fast, resilient, and surprisingly cheap minion which offer great field control to any master who employs them. They are a bane to heavy "ranged" factions and can give the Guild notable nightmares.

=__Mobility__= These Bats can move. First their "double pair" of wings give them **Flight** making it very difficult to slow them down. Second, any enemy that make a Ranged Strike or casts a spell within 8" of a Night Terror will push said 'bat' towards them due to their **Attracted to Noise** ability (they move if the Night Terror's Controller decides to do so). This occurs even if the Ranged Strike/ Spell was not targeting the Night Terror, or if the Spell was not Ranged.

Second, as these bats **Flock Together** (their only (0) action), they can even support the movements of each other to accelerate their speed - provided their handler knows how. The way it works is like this: This "Leap-Flocking" allows two Night Terrors to move 18" up the field, while one of them has moved 24".
 * Bat A activates and moves up 6" away from Bats B and C, then uses **Flock Together** to push B and C up 6", before A walks its last 6"
 * Bat B activates and moves 6" to catch up with Bat A, then uses **Flock Together** to push C up 6", before B walks its last 6"
 * Bat C actives and moves 6" to catch up with Bat B, then uses **Flock Together** to push A up 6", before C walks its last 6"

=__Offense__= The scratch of these Bats won't kill much (save for small children and rodents, which also won't happen much with the Bat's below average CB), however it does have a somewhat useful trigger **Blind** which activates when the flip/cheat a Mask and causes the victim to not be allowed to make any Strikes for that turn.

Naturally making a victim **Blind** is only useful if the victim still has to activate (they regain their vision at the start of the next round), and it will not restrict Spell Casting or moving.

=__Resilience__= While cheap, these bats are not easy to get rid of. First they are **Spirits** meaning all non-magic damage delivered at them will be halved. Second, they have a slightly above average DF which will make it hard to hit them. Finally, they are **Hard to Kill**, meaning even if they are hit it will almost always take at least two separate strikes for this Bat to drop.

A last note is their only spell - **(1) Night Falls**. This aura, when active, affects all targets within 6" of the Bat and reduces the target's range by -4" inches on all their attacks. This can be useful on some circumstances, but its real use comes with its trigger that happens when the spell is cast with a 8+ Crow. **Cold Darkness** reduces the WP of all models affected by the spell by -2. Not much on its own, but lowering defenses can always have a use.

=__Tips and Tricks__= "Leap-Flocking", gained from **Flock Together** is very useful on the last round of a game involving Strategies to secure locations. Having x3 Models suddenly move to a location will almost always make the location yours.

=__Master-Specific Tips__= Being Spirits, these Bats are really most effective when following Kirai as she can employ them for her purposes - including healing them - and she doesn't care that when they do fall they don't leave corpse counters behind (which the other Resurrectionists will be a little bit irked at).

That being said the Bats can be useful to all of the Necromancers. Their cheap cost and speed help with Strategies, and the powers can help buy their faction time to move up the field Marcus - The Night terrors are good choices for Marcus' Defend me trigger. A pair of them can keep up with him unless he is running full pelt, and with Spirit and Hard to kill they are not going down on the first hit. They are also useful to lower enemy willpower for his attempts to Alpha enemy models. Seamus - With their **Cold Darkness** trigger, they can really help in a "Terror-bombing" Seamus list. Combined with Seamus' **Trail of fear**, you can set up a combined aura of -4 WP, which is very formidable when you want to scare people off with Terrifying, or generally attack WP.

=__Minion-Specific Tips__= (As with Master-Specific Tips, going into any specific Synergies with other Minions.)

=__Playing Against the Night Terror__= Night Terrors may be Spirits but they aren't that resilient. They tend to flock together (as per their ability) and a few Blasts can take them out (a few because one won't ever end a flock of these things - two at the minimum). Ideally make the Blasts Magical and end the Swarm

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