M2E+Midnight+Stalker


 * Midnight Stalker, Outcast Enforcer**

=__Overview__= A precise murder model that stabs brutally at just the right moment, then escapes away.toc

=__Mobility__= The Midnight Stalker has a decent **Wk** and **Cg**, and it can ignore other models during Walk and Charge actions.

It has an incredible mobility Ability, **Reborn**, which lets the model place within 8" of its current location at the start of each turn.

Furthermore, if it activates on the opponent's half of the board (as it should be doing every turn), it gains **Fast**.

=__Offense__= The Midnight Stalker has a very potent attack that requires careful timing and positioning.

Because of his **Respect for the Art**, The Midnight Stalker can't attack a model that has already activated.

His **(1) Murderin' Sword** has a strong **Ml**, a good **Rg 2**, and an average damage spread of 2/3/5. It can raise this damage with the //Critical Strike// trigger. Furthermore, it can cast **(1) "This Town Is Scared of That Dandy Hatter?"** (which requires a 4 card or better) to get a Ram for every model it's engaged with. If he can charge into a crowd, this can lead to huge damage. On a Tome, this can also cause a horror duel to a nearby model, which can be helpful in a crowd.

Often, this means his best move is to lurk somewhere on the enemy's half of the board (to get **Fast**), wait until late in the turn (but not the very end) then use his spell to boost damage, charge in and kill a single model in the middle of a crowd, survive the counterattack, and disappear.

=__Resilience__= The Midnight has a lot of defenses, but as with his offense, it requires careful timing. His **Wd** are low, but he heals easily.

When he hasn't activated, enemy models targeting him with an attack receive double-negative flips. This, combined with a high **Wp 6** and **Df 6**, make attacks on him early in the turn unlikely.

After he activates, if he managed to deal damage, he can use **(0) "Don't Come After Me"** which makes a Charge against him fail if the attacker fails a **TN 14** **WP** Duel. Since cards are often low at the end of the turn, this can provide a lot of defense.

His biggest source of resilience, though, is his **Reborn** Ability. At the start of each turn, he heals all damage and may place within 8". If he isn't killed quickly, he'll probably come right back again.

=__Upgrades__= The Midnight Stalker doesn't have any personal Upgrades.

Since he already usually has **Fast**, it's often not necessary to give him **Oathkeeper**, unless you've planned on using him on your half of the board.


 * Scramble** is also not a great choice for Stalker, since it makes him a 10SS choice, alongside the fact that his main source of mobility is being **Reborn** every turn and not high Wk or Cg.

On the other hand, **Scout the Field** suits him rather well. Not just he can now once per game target with Charge a model your opponent have hidden behing other models bases (Stalker will ignore them on the charge, thanks to **Mighty Leap**), but also he can reach enemy's side of the board turn one with free Walk action. Generally, a good-to-go option.

The other one would be **The Bigger They Are**, which will increase Stalker's already threatening damage output against most valuable targets. Always take it if you're expecting upgrade-heavy crew, like Ortega family or Zipp's pirates.

=__Tactics and Tips__= With the Midnight Stalker, it's important to be aware of timing. Keep him out of the way until he's ready to strike. Activate late in the turn, then bounce him back to safety afterward.

The Midnight Stalker is a model that works well solo, and doesn't have particular synergy with any specific Outcast Master. Since he's not a Mercenary and doesn't have any special keywords, he can't really be hired by anyone but the Outcasts.

=__Playing Against Midnight Stalker__= Be aware of timing. If there's a model you don't want him to attack, activate that model early. He'll likely be biding his time, but he can't attack Activated models.

Be careful about crowds. The Midnight Stalker prefers to attack crowds. If you need to bunch models up, activate the important models earlier.

Indirect attacks that don't require an attack duel against him work best -- blasts and pulses are great.

He's going to heal at the end of the turn, so if you don't think you can reliably do 6 Wd to him, it may be better to attack another target instead.

If you can stop him from healing, he becomes much easier to kill.

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