M2E+Leveticus

__Return to Outcasts__
 * Leveticus, Outcast Master**

// "And he that killeth a beast, he shall restore it: and he that killeth a man, he shall be put to death." - Leviticus 24:21 // toc

=__Overview__=

Leveticus is a steampunk necromancer, a scavenger who recovers stray parts both dead and mechanical, and salvages them into horrible new creations called abominations. His mechanics revolve around him dying, and then coming back in place of one of his Hollow Waifs. He also has the largest possible hiring pool of any master in the game, because he can take out of faction undead or construct models depending on which upgrades he takes.

It's important to[| check the official errata], as Leveticus had a few changes made in the last two erratas, and some older stat cards may not be up-to-date.

=__Mobility__= Leveticus’s mobility is deceptive. He’s got a Walk of 4 and a Charge of 5. Often, especially at the beginning, he’ll need to spend an AP or two to walk up to get in range to attack an enemy.

His mobility is better when supported by his Crew. He can hop around the board between turns, summoning a new Hollow Waif with his (0) **Sanguine** **Evocation** and then Sacrificing himself, then at the end of the turn you unbury him in contact with any of his Hollow Waifs, and sacrifice the Waif. This leads to an odd kind of mobility, where the rest of the Crew can move around, and Leveticus can hop between them to be where he’s needed every turn.

Leveticus's other mobility trick is from his (0) **Rebirth**, which allows him to sacrifice an undead model to be placed in base contact with that model before it is removed.

The Waifs and many undead models are just as slow as Leveticus, so you still need some other model to push him or his waifs around if you want really fast movement from him. Since both movement enhancements require the sacrifice of models, you'll need to keep summoning models into play to keep using these mobility enhancements.

=__Utility__= In addition to the place effect when sacrificing undead models, the (0) **Rebirth** tactical action will let you draw two cards if the target was a construct. This is a handy power when trying to get a crew built on summoning going, as you often need to cheat in cards to get the more powerful summons onto the table.

=__Offense__= Leveticus's attacks are **Unmaking** and **Death Touch**, he has upgrades, but they only give new triggers to those attacks. Leviticus also has a front of card ability called **Channel** that lets him do two damage to himself at the start of his activation to gain **Focused +1**. This effectively gives him a [+] to attack and damage flips for one of his attacks every turn, and since you can sacrifice and heal him every turn, and then bring him back with a waif, it's worth doing most of the time. If Leveticus uses one of his three actions to gain Focused again, it lets him make two focused attacks in a single turn.


 * Unmaking** is a **Ca** 7 with a built-in Tome, it’s resisted with **Wp**, and it’s typed as a projectile attack. It only does 2/3/4 damage, but that damage ignores **Armor** (and **Armor**-like abilities), **Hard to Kill**, and **Hard to Wound**; plus there's a trigger that stops damage from being reduced by Soulstones. **Unmaking** is deceptively powerful even with its average damage track. **Unmaking** has three triggers on Leveticus's card, and can get up to two more triggers from the **Desolate Soul** and **To The Earth Return** upgrades. **Blessings of the Unmade** requires only the book baked into the attack, and if you damage a friendly model with this attack, the friendly model can make an attack that's typed as close combat. This seems weird for an attack that randomizes at first, but it lets you fire into a group of engaged models, and if the attack randomizes onto one of your own models, you can still attack an enemy model with that model. For an additional Mask you can use the **Aetheric Breakdown** trigger, which inflicts Slow on the target. Simple, effective, and totally worth it if you happen to flip the Mask. For an additional Book, two Books in total, you can use the **Power Leech** trigger, which stops the target from using Soulstones to prevent the damage.

The **Desolate Soul** and **To The Earth Return** upgrades give two additional triggers to **Unmaking**. For an additional Ram **Unnatural Wasting** from **To The Earth Return** will remove half of the target's remaining wounds, rounding up as always, after doing moderate or severe damage. This can do incredible amounts of damage. For example, if the target happens to be a model with fourteen wounds it would suffer nine points of damage! The **Desolate Warping** trigger gained from the **Desolate Soul** upgrade requires a Crow to work, and will summon an abomination if you reduce the target to zero wounds.

Leveticus also has a melee attack called **Death Touch**. It’s a **Ml** 6 with a built-in Crow, very high severe damage, and it’s resisted with **Df**. It’s got two triggers, both of which require a Tome in addition to the baked in Crow. The first, **Face of Death**, lets him discard up to three cards to get a [+] on the damage flip for each card discarded; greatly increasing the odds of doing eight points of damage. The second, **Desolate Warping**, summons an Abomination if the attack reduces the target to zero wounds. Note the wording is not 'kill the enemy model', but instead 'reduce the enemy model to zero wounds.' This means that models that bury or revive themselves instead of being killed won't prevent the Abomination from being summoned.

Leveticus can do a little bit of damage to opponents with the **Unmade** and **Entropic Demise** defensive abilities too. He does a point of damage on a Tome (built in for **Df**) when he wins a **Wp/Df** duel. If an enemy is within 6” of Leveticus, he can discard a card to increase this damage to 2. Most of his core crew has **Unmade** as well, and he can increase their **Unmade** damage as well. This doesn’t add up to much damage, but it can soften up attacks and make them hiss a little bit and sometimes hesitate to attack.

=__Resilience__= Leveticus has a very strong **Wp** of 7. His **Df** is only 5, but he’s got a built-in trigger that does 1 damage if he wins a **Df** duel. He can discard a card to raise that by 1 with **Entropic Demise** if the enemy is close. This gives a little bit of discouragement for enemies to attack. Leveticus’s incredible resilience is based around his cycle of **Pariah’s Soul**, his Hollow Waifs, and **Sanguine Evocations**. You can’t really kill him unless you kill his Hollow Waifs and/or babysitters.

Leveticus's Cycle of Reincarnation
Here's the overall cycle of Leveticus, Hollow Waifs, and reincarnation:
 * 1) He's killed/sacrificed, either by summoning a Waif or because he was killed or sacrificed.
 * 2) Instead of actually dying, he's healed, de-Conditioned, and Buried.
 * 3) At the end of the Turn, you can un-Bury him, but only next to a friendly Hollow Waif that's within 6" of a friendly model of 6ss cost or more.
 * 4) If you un-Bury him, sacrifice that Waif.

There are two ways to get a Hollow Waif:
 * By hiring them at the beginning. They're free and you get two.
 * Leveticus can summon one as a (0) Action. This also sacrifices Leveticus, so he'll use up a Hollow Waif when he comes back, and there's no net gain.

Therefore:
 * At game start you're floating between 2<->3 Waifs. He has two, but can summon a third, but one of them will die when he comes back.
 * If he dies without summoning a Waif, or if your opponent kills a Waif, that goes down to 1<->2 Waifs. You have fewer choices where to bring him back, and you're closer to losing him for good.
 * If that happens again, it goes down to 0<->1 Waifs.
 * If he dies without summoning a Waif one more time, or if that one Waif gets killed, __//**he's really gone for good**//__.

You don't want to keep Leveticus alive. He wants to die and come back, //as long as it's on your own terms//. That’s how he heals and grows and moves and survives. Usually, this means you want him to take a turn, kill lots of enemies, then sacrifice himself to summon a Hollow Waif into a nearby hiding-spot behind terrain within 6" of Leveticus. The only time you really want to consider keeping him alive too long is if your anchors/babysitters are all dead, or you want to send him somewhere that his crew isn’t.

=__Summoning__=

Leveticus can summon. Most of his summoning happens through his upgrades (see below) but he has two summoning abilities on his card.

First, he can summon a Hollow Waif as a (0) action. This also sacrifices him, which means he’ll use up a Hollow Waif coming back, so this Summon mostly will just break even. If he dies without summoning a Hollow Waif, he’ll lose one of his precious Waifs (he starts with two, and can only summon one by sacrificing himself, so he’ll never have more than three. Summoning one brings a fresh unwounded Waif in, and gives him more options for where he comes back.

Second, he can summon an Abomination on a trigger from his **Death Touch**, and can add that trigger to **Unmaking** with an upgrade as discussed above.

=__Upgrades__= Leveticus will want to use his own Upgrades, rather than Outcast generics. It’s possible he’ll get some benefit from **Scramble** (which speeds him up), or **Tally Sheet** (which draws cards when he kills people, which is often) but for the most part, he’s got such good Upgrades that he’ll usually want to keep those.

Pariah of Iron / Pariah of Bone
Leveticus’ two Limited Upgrades let him hire from a very deep pool of models outside the Outcast faction. **Pariah of Iron** lets him hire non-Gremlin Constructs from any faction. **Pariah of Bone** lets him hire non-Gremlin undead from any faction. Both cost 1ss, which is the extra cost you’d pay for a single out-of-faction Mercenary anyway, so it’s worth the Soulstone cost. Leveticus works well with his core crew, but if you have an Undead model or construct that you want to work with, you can. At the time of this writing, **Pariah of Bone** adds an extra seven henchmen, six enforcers, and twenty one minions. **Pariah of Iron** adds an additional four henchmen, eight enforcers, and thirty-three minions. These models come from all across the different factions from the Neverborn undead fae to Ten Thunder's Terracotta Warriors to a double handful of Resurrectionist models, Arcanist and Guild constructs.

It's easier to list the models that are Undead and/or Construct when he //doesn't// take either of the Pariah upgrades. As of 6/13/17 they are: Hollow Waifs (always take), Montressor, Ashes and Dust, Desolation Engine, Lazarus, Killjoy, Abomination, Dead Outlaw, The Guilty, and the Hodgepodge Effigy. If you want to limit yourself like that, it's a small list, and only five of those models are constructs that can drop scrap markers for the **From Ash** upgrade.

Some models are both Undead and Constructs, so Leveticus can hire them either way. These include all the University of Transmortis models, the all-important Necropunks, and the durable Flesh Construct. Durable models that cost six Soulstones or more should be considered before others when hiring models to your crew. To summon Leveticus back into play, a Waif needs to be within 6" of a model that costs six soulstones or more. A canny opponent will prioritize taking out those models, and only worry about your abominations when it looks like you're close to turning one into a Desolation Engine, which can help a Waif bring back Leveticus.

If you take the **From Ash** upgrade then **Pariah of Iron** will be a slightly better option than **Pariah of Bone**, since Leveticus will want his models dropping Scrap Markers instead of Corpse Markers. Again, you'll probably want one of the two upgrades, and use them to hire in Undead or Construct models that cost six Soulstones or more to give the Hollow Waifs an anchor for summoning Leveticus back into play. Pick the option that allows you to select the miniatures you like most, and be aware that crew build decision paralysis might be one of Leveticus's weaknesses as a master.

From Ash
A simple summon upgrade, **From Ash** requires a flip of a 9 of Crows or higher to summon an Abomination in contact with a Scrap Marker within 6 inches, then discards the scrap marker. For two Soulstones it pays for itself with just one summon, and Abominations can drop Scrap Markers when killed. Since this summons in a four Soulstone model, and there are only 6 cards in the deck that can successfully make this work, it's worth spending a Soulstone to add a Crow to the flip.

To The Earth Return
This is discussed in Offense above, as it adds the **Unnatural Wasting** trigger to the **Unmaking** attack.

Desolate Soul
This is discussed in Offense above, as it adds the **Desolate Warping** trigger to Leviticus's or Rusty Alyce's projectile attacks.

=__Tactics and Tips__=

Leveticus often gains a very big activation advantage during play. His core Totem is free and he can have two or three of them. During play he ends up killing enemy models about once a turn, and he often ends up spamming the table with Abominations. Ashes and Dust uses up a few Activations too. Often, this means that you’ll have two or three activations at the end of the turn over the opponent. This is great if you can keep it: You can maneuver Hollow Waifs safely into the open to set up Leveticus for a respawn the next turn, you can cycle your Ashes and Dust safely, you can run objectives, or you can just kill the enemy crew as they run low on cards. You won’t always have the activation advantage, but usually you will.

Deciding when to activate Leveticus is a tough choice. If he’s threatened, you want to activate him early so that he can drop some apocalypse and disappear. If not, you may want to keep him ready throughout the turn. Leveticus does a great job of claiming some territory and wiping out anything that comes into it, so having him there as a threat can make opponents hesitate to approach.

Hollow Waifs can act whenever. If you’re going to bring them into the open, do it after the opponent has gone. If opponents are hunting and you want to keep them safe, you can activate them, use their (0) to get their tome for **Unmade** triggers automatically, and do some **Defensive** **Stance**. Just remember to bring a number of models that cost six Soulstones or more! Abominations are only four Soulstones, so cannot 'anchor' a Waif so Leveticus can come back into play. This is where you'll want to make use of that **Pariah of Bone** or **Pariah of Iron** upgrade, to bring in a number of powerful undead or construct models of 6ss or more.

=__Leading a Crew__=

Leveticus doesn't much lead his Crew. He uses them as tethers to come back to life while he rains down ruin on the enemy. The Crew is left to do what they please. In many cases, Leveticus needs the Crew to take care of objective-running while he claims a patch of land and destroys everything on it. Leveticus Crews naturally organize into groups, usually three groups. Each group consists (at least) of an anchor (a 6ss or more model) and a Hollow Waif. Leveticus can jump between these teams each Turn by dying and coming back to life.

Strategies and Schemes
Leveticus does fine at most strategies. He’s great with //Turf War//, good with //Reckoning// (he’ll kill a model every turn, you just need someone else to kill the other), and can do the others (though he’ll benefit from some good objective-grabbers.)

Some Schemes scream out for Leveticus to take: //Make Them Suffer// is a natural choice because of Leveticus’s killing potential. //Outflank// works really well with Ashes and Dust. //Assassinate// is a pretty reasonable choice too.

Other Schemes give Leveticus trouble. //Murder Protege// is way too easy for the opponent to use against Ashes and Dust. //Vendetta// has trouble since Leveticus often lacks mid-cost combatants. //Distract// is difficult because Leveticus likes killing enemy models so much. Most of the Scheme Marker-based choices (//Plant Explosives//, //Plant Evidence//, //Breakthrough//, //Protect Territory//) require Leveticus to hire objective-grabbers to take care of, and often those objective grabbers can’t act as anchors. Still, Leveticus has plenty of hiring options and can grab very good models to meet most schemes.

Building a Crew
Leveticus has a lot of difficult hiring choices. He really uses a lot of Soulstones (to get the triggers he needs, and for defense to stay alive if he hasn’t activated yet), so you want to keep some in reserve. He often needs good cheap objective-runners, but he also needs big pieces for anchors. He’s got a lot of Upgrade options, and all of them help him do "Leveticusy" things better. He has the largest hiring pool in the game.

The worst thing you can do while hiring is to get confused and try to come up with some new perfect combination and end up with a ragtag crew that doesn’t synergize well, and even worse if it has insufficient or no anchors. If you’re not sure what to do, you can probably just hire the core crew and you won’t regret it. Spice it up with another anchor that you think will work well.

Always hire two Hollow Waifs. They’re literally free, and Leveticus needs them. Don’t consider other Totems.

Hire three anchors. If you hire fewer, you lose mobility and increase the chances that you’ll lose your anchors and therefore lose Leveticus. You can experiment a little with which anchors to hire: the Core Crew includes some great options like Ashes and Dust/Dust Storm, but there are other good choices to pick, especially if you have a model you want to try.

Save some Soulstones. Leveticus can burn through seven in a game without blinking. Three is a bare minimum, and always take seven if you take the **From Ash** upgrade, as you'll often want to stone in the crow to make the summon work.

Core Crew Models
Hollow Waif: Leveticus’s extra lives. These mostly feel like a manifestation of Leveticus’s resilience and movement, more than models in their own. For the most part, that’s accurate.

Abomination: Abominations are more like some sort of toxic industrial byproduct than a model, and are summoned more often than hired. Mostly, what Abominations really want to do is walk up to an enemy and sit there.

Desolation Engine: The Desolation Engine is more of an urban legend than an actual model that gets hired: a threat to scare opponents into spending their AP killing Abominations. It can be viable to hire a Desolation Engine in Turf War. All it needs to do is go into the middle a wreck face. Even if its got a high price tag it will summon two Abominations before going down, making its effective cost go down a lot. With some planning you can have a new one in no time.

Rusty Alyce: Leveticus’s Henchman and Protege. Rusty Alyce also has some nice crew support options.

Ashes and Dust: Ashes and Dust is another strange model that fits in well with Leveticus’s crew: brutal damage profile, strangely fragile and not at the same time, with a cycle of death and rebirth that really works better the more you understand it.

Lazarus: While he doesn’t summon any Abominations, and technically he’s part of the Freikorps, many consider Lazarus to be part of the Leveticus Core Crew. Lazarus makes a really good anchor for a Hollow Waif. Lazarus is very resilient, can copy (1) actions from nearby constructs, and has a deadly ranged attack which can provide with blasts.

Hodgepodge Effigy: Technically, the Hodgepodge Effigy isn’t part of Leveticus’s core crew, but it provides Soulstones to Leveticus for killing enemy models, which is tremendous synergy.

Other Outcast models
Freikorps Librarian: Leveticus uses his wounds as a resource, and the Librarian has a very good heal spell. It can also act as an anchor and has a really good **Ca** attack. The healing opens for some additional options for Leveticus' attack. It can save a whole effective activation even if an enemy has taken some wounds off Leveticus. Also it enables Leveticus to stay longer on the board, while still having wounds to attack enemies the following turn.

Freikorps Trapper: The Trappers is a very deadly long range threat, who can also act as an anchor. They can deploy upfield with **From the Shadows**, securing schemes or a nice sniping spot on top of building. They are extremely potent to kill mid range enemy targets, a perfect model for Vendetta.

Hannah: The Freikorps' henchwoman doesn't have heaps of synergy with Leveticus, but she still brings a lot to the table. She is especially good at locking down an area with a verity of her abilities. Hannah can also copy any non-master **Ca** action, which has a lot of potential.

Vanessa: Has a very nice **Ca** action, some card tricks, and a (0) action which lets her command a nearby construct to take a (1) action. A good (but expensive) pairing for Lazarus, and at times Ashes and Dust (granted that she can keep up with it).

Pariah of Iron Models
Necropunk: The Necropunk is too cheap to be a babysitter for Hollow Waifs, but it’s a favorite for grabbing objectives.

Mechanical Rider: Her late-game resilience, attacks, summoning abilities, and Scheme Marker manipulation bring a lot to the table for any Crew.

Teddy: Teddy is a huge expensive model, but has some very nice synergies with Leveticus.

Ryle: Another Construct Henchman. Ryle has a really good ranged attack, hits like a truck in melee, healing abilities, speed, and durability.

Soulstone Miner: The Soulstone Miner is a cheap durable anchor with a strong attack. It is especially good at Stake a Claim, which is a Strategy that often gives Leveticus trouble. Soulstone Miners can pop up nearly anywhere around the board at the end of each turn, granted it started the game buried. It is very resilient thanks to Armor +1 and its uncanny ability to use Soulstones. Its actions and abilities makes it very hard for opposing runners to deal with it, while the Miner can overpower most of its counterparts.

Some other likely Constructs include Vasilisa, all the Iron Zombies, the Flesh Construct, Hunter, Stitched Together, Coryphee, the Hooded Rider, Metal Gamin, Steam Arachnids, and most of the Effigies.

Pariah of Bone Models
Necropunk: The Necropunk is an undead-construct and as such can be hired with either kind of Pariah.

Crooligan: Another option for undead objective-grabbing. The Crooligan starts further upfield, has some great defensive tricks, and gets a free place when it Interacts.

Bete Noir: She can also appear out of nowhere for schemes like Distract, Cursed Option, and Deliver a Message. Her attacks are vicious, and she also fits in really nicely with Leveticus’s general mood of death and rebirth.

Rotten Belle: Rotten Belle is durable, has **Pounce** and a decent but not exceptional melee attack, and most importantly has a very very powerful **Lure** ability that can yank allies and enemies alike to wherever you want them to be. This comes in handy for Leveticus for a number of reasons. It saves his AP from being used to use **Walk** actions in order to find angles of attack. Another very useful time to bring Rotten Bellles is for the Gaining Grounds 2015 strategy Head Hunder. With two to five Belles in the Crew its really easy to pin point an already activated target, and then simply drag it in. Leveticus and Alyce can then make short work of the target. Rinse and repeat.

Dead Doxy: Somewhat similar to the Rotten Belle, but it costs 6ss, so it can be used as an Anchor.

The Valedictorian: With a **Wk** 6 and **Flight**, Valedictorian can move quickly to get objectives, or fall back to act as an anchor. She has potent melee abilities that let her put out a lot of damage.

The Dead Rider: A very fast and deadly model. It can drag opponents up to 6" after hitting them with an successful attack, and it can strike three times a turn with its fairly accurate Scythe. Meaning that it can reap flanks or blitz into the middle of the fight and drag along fresh targets for Leveticus to finish.

Datsue Ba: A fairly cheap henchman who can attack from up close as well as from mid range. With a great **Cg** stat together with **Incorporeal** Datuse Ba can easily mix up her way of attack. She can chain her melee attack into her general casting attack, which enables her to get a flurry of attacks. Thus she can benefit greatly from Oathkeeper. Another important thing is that all of Datsue Ba's attack actions ignores **Armor**, making her a great pick against Arcanists. Datsue Ba also have some limited summoning. After killing enemy models (playing into Leveticus theme) she can either summon Gakis or Onryos.

The Hanged: Like Leveticus, they can do damage equal to half the opponents remaining wounds (round up). Unlike Leveticus though, their infamous casting attack **Whispers From Beyond** also gives out a condition which hinders the target from being healed. They are a fairly specialist model for Leveticus. At a whoping nine Soulstones, they aren't cheap minions, but this can come in handy in plenty of scenarios. If Make Them Suffer is around, The Hanged can be very hard to take down if they are the only minions you hired. Sure the opponent can still go after you Waifs instead, but then you can tailor the counter attack since you will know what is coming. In the Gaining Grounds 2015 strategy, Collect the Bounty their minion status will also come in handy, since they will require more resources to get off the table than most minions. Another area where the Hanged shines are as anti-Gremlin tech. The Gremlins doesn't sport with the best Willpower stats, and the Hanged can abuse that in several different ways.

Some other likely Undead include the other Iron Zombies, the Flesh Construct, the Pale Rider, the Hanged, and Izamu the Armor.

=__Playing Against Leveticus__=

Playing against Leveticus the first time can be a shock: he’s easy to kill but keeps coming back. His attacks almost always hit, do decent to huge damage, and bypass most defenses. He jumps around the board. He summons by killing you, and his Core Crew models all have unusual mechanics of dying, being reborn, being created, and combining together.

The biggest thing is, understand how Pariah's Soul works. Killing Leveticus slows him down only slightly. If you want to take him down, you'll need to kill his Waifs or anchors. Another viable tactic is to use push, place, or other movement effects late in the turn to try and separate the anchor from the Waif. Don't do this early since the anchors or Waifs can just walk into position. Whatever tactic you want to go with, make sure that you limit Leveticus' respawning options. If you let him roam free he will jump from flank to flank and kill exactly what you don't want him to kill. Another thing that is worth noting is that Deliver the Message is a particularly bad scheme against Leveticus, since he will be buried the majority of the game.

The Waifs will be hidden. Hunting them can weaken Leveticus' options, but it can also be an expensive waste of AP if you let it distract you from your own Strategies and Schemes. Especially since many Leveticus players easily fall into the pit fall of simply killing models instead of going for their schemes. Also, Leveticus' crew will have a hard time to complete scheme if you kill the designated scheme runners, since the rest of Leveticus crew is mostly big hitters. Necropunks and Crooligans are usually the ones to go after. If you can deny the Leve player some aspect of their game plan, the crew will have a hard time to change plans in game. From that point on, make it a race to 10 vp, and most of the time the Leve player will have a hard time keeping pace.

Leveticus does a lot of damage, very consistently. Expect him to kill one model a turn that's within range. Don't plan for your models to survive this: he's got a high Ca 7 with a lot of positive twists, and his damage isn't reduced by just about anything. There are Masters who spread damage wider or hit hard, but Leveticus is the most consistent: He will melt a model a turn, every turn. Be ready for that, and try to put speedbumps in his way while you grab your objectives. It is important to note that not even henchmen or masters are safe from Levetiucs' onslaught. He can shut down Soulstone prevention with a trigger. If Assassinate or Murder Protege are in the pool you will need to keep those models hidden. On the flip side, Frame For Murder is probably one of the easiest schemes to score against Leveticus.

Cover helps a lot! Leveticus' primary attack has a gun icon, and is affected by cover. Hiding behind hard cover counteracts the [+] flip Leveticus gets to attack and damage, making his attacks much less consistent.

Attacking Leveticus is still a useful tactic, since it reduces his Wounds (which he uses for Channel) and if you can kill him before he activates, denies Leveticus an Activation. Since Leveticus can usually kill a model every Activation, killing him first is a good value.

Killing the Waifs helps! They'll generally be hiding, but they're not actually hard to kill if you can get to them. This limits Leveticus's mobility and makes it more risky for him to die.

Killing the anchors helps! Any model of 6 soulstones or higher can anchor a Waif. Killing anchors is a great way to get rid of Leveticus for good.

This Tactica is based on work by Wyrd forums user Hateful Darkblack. Unless otherwise stated, all names and images on this site are property of Wyrd Miniatures, LLC. ([|Link])
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