M2E+Night+Terror


 * Night Terror, Resurrectionist Minion**

=__Overview__= toc Night Terrors are a bunch of spiritual bat things that happen to have an aversion to loud noises. At a low cost of 3 they are the cheapest minion available to Resurrectionists and take more damage than most would expect, due to some abilities listed within the Resilience section, and are capable of harassing ranged models in a variety of ways be it Sh or Ca based. They are not Living or Undead and so leave no Corpses on death and have the Beast and Spirit Characteristics, the Spirit Characteristic being the only one of use to Resurrectionist faction currently and are Insignificant and also Rare 4 to top it off.

=__Mobility__=

Night Terrors start out with a very high Wk of 6 and an average Cg of 6. But they combine this with **Incorporeal**, which lets them ignore terrain and models when moving, and **Attracted to Noise**, which lets them push 3" towards an enemy model that has made a Ranged Attack Action 8" from them. Due to ** Attracted to Noise ** being a push and the Night terrors being **Incorporeal** this lets them push out of engagement if already engaged or move around a crowd of models if the enemy crew is geared towards shooting preventing them from firing twice if they are to close together. All of these elements already make them very mobile, but they can also use the **Blind** trigger in their **Clawed Wings** attack which lets them push up to 5" in any direction, adding even more mobility to their arsenal.

=__Offense__=

The Night Terrors' offense is represented by their **Clawed Wings** action. It is a Ml 5 melee attack action that targets Df with a **Melee Range** of 1" and a damage spread of 1/2/3. It's not really that threatening of an attack, though they do have a solid Ml for a 3 SS model. They also have the //Blind// trigger which needs a Mask to activate, this gives out the **Blinded** condition which makes the damaged model unable to do any Sh actions this turn unless it discards two cards at the start of its activation. As mentioned in Mobility, it also lets the Night Terror push 5" after applying the condition. This trigger compounds the role of the Night Terror as a ranged piece harassment tool, attacking ranged models and either keeping them engaged or blinding them and moving on.

=__Resilience__=

The Night Terror is surprisingly hardy. They only have Df 3, an ok Wp of 5 and 4 Wd, but thanks to the combination of **Incorporeal** (take half damage from all Ml and Sh attack actions) and **Hard to Kill** (while it has 2 or more Wd remaining when it suffers damage, it may not be reduced to below 1 Wd) it becomes a mini tank that takes a lot more effort to remove than what his 3 SS cost would make you think.

It also helps the crew avoid trouble thanks to its **Night Falls** tactical action. This makes it so in an 8" aura, all enemy models suffer -4 Rg to all of their Ca actions to a minimum of 1. This can really kill the momentum of crews based on their ranged Ca actions and force them to have to deal with a 3 SS **Insignificant** Minion instead of their intended objective because of it. More important than that, the effect lasts until the Night Terror's next activation, so if you so desired, you could keep the aura up perpetually until the Terror gets killed. Do note that this action will Stack so a Night Terror can place a total -8" to all enemy Ca actions within 8".

Also to get an idea of how tough the Night Terror is we can look at the "average" minimum damage dealt which is about 2 and more often than not does not ignore I**ncorporeal** so 2 damage becomes 1, going by this it will take 3-4 hits to kill a Night Terror (the 3 hits being if they get moderate damage at some point) so against other minions they can take up a fair amount of Ap to remove for their cost, enforcers henchmen and masters obviously will tend to have an easier time killing them though due to special abilities Etc. so don't expect them to follow the prior example if one of theses types of models goes after them.

=__Tactics and Tips__=

They are a fast harassment piece, so basically point to what you want to annoy and head there. They are cheap enough to be completely expendable and require a good amount of resources to remove, so forcing your opponent to pay attention to them is always a win/win situation for you. Try to avoid the usual staple of Ca attack actions, though if it's unavoidable, at least make them waste AP removing the Night Terror or Walking by using **Night Falls**. Since you are **Incorporeal** you have no reason to be in open terrain hug cover whenever possible. Also, always remember the **Attracted to Noise** ability, it can be the difference between being able to charge or not. Also remember that it doesn't require line of sight (which combines nicely with **Incorporeal**) and that it is optional, but if you do use it you have to move the full 3".

Try to engage ranged pieces, if you can manage it, plant **Blinded** on them and push to engage another model and so on to keep the chain of annoyance going. Again, try to make Night Terrors be so much of a nuisance that they demand attention. Even though they are expendable, do remember that they are still Minions, so consider their placement for strategies and schemes where this may be relevant.

__** Strategies and Schemes **__
Night Terrors work best when taken for things that require models to be in a location as opposed to dropping markers (which they can't do) and should not be counted on for dealing damage. Strategies wise this means Turf War and Reconnoiter as they just need to be on the board in certain areas to get you points and being 3 Soulstones they don't cost a lot. Schemes they work with are Outflank, Protect Territory (because they count toward controlling those markers) and Frame for Murder, but watch out for Make Them Suffer, Cursed Object, and Distract. Cursed Object and Distract are bad due to the fact that the Night Terrors are **Insignificant** so they cannot remove the condition if they are given it.

__**Master Synergies**__
Kirai: Kirai has the most natural synergies with Night Terrors, being able to use them for move and place effects. She can also summon them with only a 7 of crows making them one of the cheapest summons for Resurrectionists, Night Terrors also benefit from the **Adversary** condition she can give out. While they do not trigger the **Malevolence** ability due to not being Living or Undead they can be used as pawns to protect other models and slow the enemy crew. Night Terrors are also great for her **Swirling Spirits** action that lets her switch the places of 2 spirits within 12", these 2 things together mean you can use a Night Terror to tie up a model then exchange that Night Terror for a big spirit like Izamu. One thing that may not pop into your mind at first is that the Night Terrors **Night Falls** action will go a long way to protect your **Incorporeal** models that you usually take with Kirai from Ca actions, by reducing your enemies threat range you can more easily protect your models that rely on **Incorporeal** to survive until they get into range especially in more open boards.  Finally due to their resilience from incorporeal and hard to kill, they also make useful spirits for Kirai to hand off damage to with her defense trigger, assuming you don't have a poor seishin around...

Molly: Molly has 2 different upgrades she can take in the game one of which allows her to summon spirits as well as giving them **Black Blood** in a 6" aura and making them take (1) Ap actions. Like mentioned with Kirai Night Terrors help with keeping your Spirits alive so when running spirit Molly one or two Night Terrors may help when facing a Ca heavy faction. Molly like Kirai can summon Night Terrors with only a 7 of crows but when she summons they have to be within 3" of enemy models and they come in on 0 wounds but they will heal a wound for every enemy within 3". When summoning Night Terrors with Molly aim to get at least two enemy models within 3" of the Night Terror so that they will have their **Hard To Kill**, The Night Terrors role in hampering the enemy crew is enhanced with Molly due to the fact that on top of being very Ap intensive to kill for their cost Molly also gives them **Black Blood** so Models attacking them will take damage with each swing, if it's a full health Night Terror that could mean they will take 3 to 4 damage killing it.

Yan Lo: Yan Lo benefits from Night Terrors in 2 ways, the **Fury of the Yomi** action and the protection for **Incorporeal** due to the **Night Falls** action. Yan Lo during the game can attach an upgrade that gives him the **Fury of the Yomi** action this action lets 3 Spirit models take a 1Ap action, while Yan Lo usually has better Spirits to have use this Ap the Night Terrors can benefit from this by using it to position themselves or for the **Night Falls** action outside of activation as well as more attacks. The other benefit of the Night Terror is once again the **Night Falls** action as Yan Lo can get an upgrade that gives him **Incorporeal** and his totem and Chiaki his enforcer also each have **Incorporeal** so the Night Terror helps protect these important models when facing Ca factions.

Also note that Yan Lo can gain **Chi** from them when an enemy kills them and you can also hire one to shoot for **Chi** in the beginning of the game.

Tara: Tara's synergy with them is not particularly strong but there is one that can be employed and that involves the **Glimpse the Void** trigger. Tara and other Void creatures can bury models with the **Glimpse the Void** trigger, this states that when a model is killed the buried model is unburied in base contact with the model that died, knowing this you can take Night Terrors as distraction models and make sure that something like the Nothing Beast or another beater is buried so that when they kill one your big model is delivered right into their lines, this will make the idea of killing these already tough models that much less appealing.

=__Playing Against Night Terror__=

Night Terrors are a pain to deal with, they are fast enough to engage what they want and muddle its advance. As with all **Incorporeal** pieces, Ca actions and indirect damage will make quick work of them, but because they also have **Hard to Kill**, you are pretty much going to need 2 AP in the best of cases to take one down. Their Df is horrible, so you should at least hope to get a straight damage flip on them once in a while and they are susceptible to movement tricks, though be careful to account for **Night Falls** if it is active. Also, l if you have a model that lives and dies by its Sh actions, try to keep at least 2 cards in hand in case it gets **Blinded**, something like a Convict Gunslinger ending **Blinded** can completely neutralize him for a turn.

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