Eternal+Flame

// "Close your eyes, give me your hand, darlin' / Do you feel my heart beating? / Do you understand? / // // Do you feel the same? / Am I only dreaming? / Is this burning an eternal flame?" -The Bangles, "Eternal Flame" // toc
 * Eternal Flame, Arcanist Totem (Kaeris)**

=__Overview__= Kaeris's dedicated totem is mostly a series of buffs and support for Kaeris. The Eternal Flame provides some healing, changes the way Burning works, and can move Pyre Markers around.

Being a 2 stones cost model, Eternal Flame is on par with the Malifaux Child as the cheapest totem model that you could hire. This means cheap activation at least. And this model is nevertheless not less effective if used wisely. We will get to that, so just continue your reading.

=__Mobility__= The Eternal Flame is pretty zippy, with a **Wk 6** and no **Cg.** No charge range is not always a bad thing. First off, it doesn't have a MI action thus makes no use of charge generated attacks; secondly it prevents enemy models such as Lilith trying to force you to charge at her.

If Kaeris takes the **Grab and Drop** Upgrade, the Eternal Flame can make a decent objective-runner once it gets a little **Burning** while near Kaeris, despite being **Insignificant**. It can move quickly (and with **Flight** thanks to the Upgrade) and drop a Scheme Marker at the end of its action.

=__Offense__= The Eternal Flame doesn't so much have Offense as it helps Kaeris's offense.

Models within 6" lose immunity to **Burning,** which can be handy if you're facing some opponents (like a Rail Golem). This is a double-edged sword as your own models are now prone to **Burning** however this also makes Kaeris **Purifying Flame** healing works on those fire-born gamins or Rail Golem.

The Eternal Flame's only attack action is **Flaming Detonation**, which has a **Ca 6** versus **Df**, and a 10" range. It resolves the **Burning** Condition immediately, which can be great for killing off an enemy model that's going to die from **Burning** at the end of the Turn, but will still get to act before then. This can also surprise opponents who have Condition removal abilities if you can resolve the Condition before it can be removed. Note, though, that this can cause problems, too: Kaeris likes to attack models that already have the **Burning** Condition largely due to her upgrade **Born on Fire** to summon a free Fire Gamin. This attack action could also turn out to be a healing action: Kaeris Purifying Flame can heal, but it only heals at the end of turn. Wanna get instant healing during the turn? Select your own **burning** model yelling for a field medic with this action and she shall be so grateful for that.

The Eternal Flame can also move Pyre Markers around with its only (0) Action. This is generally only useful if Kaeris takes the **Purifying Fire** or **Born of Fire** Upgrade. Since Pyre Markers generally go away at the end of the Turn, this doesn't have a big lasting effect. You can use it, though, to move cover up for Kaeris, to give cover from a new direction as needed, or to protect another unit nearby.

If somehow Kaeris isn't around, then the Eternal Flame can't do much in the way of Offense. It can basically act as a healer or speedbump, but not much more.

One thing the Eternal Flame can't do is give any models Burning. Sorry!

=__Resilience__= The Eternal Flame has a decent **Df 5,** a very low **Wp 3,** and only **Wd 3.** It has **Armor +3**, so unless an attack bypasses armor, it will probably take three hits to kill Eternal Flame.

With **Weld Together**, the Eternal Flame can discard a card to heal 1/2/3 on a target Leader or Construct within 6". This can be used to heal Eternal Flame, to extend its lifespan and resiliency if it's getting hurt. This can only be used once per Turn, though, so if a more important model is hurt, you may want to heal it instead.

=__Tips and Tricks__= It's often good to keep the Eternal Flame fairly close to Kaeris, so it can heal Kaeris, move her Pyre Markers, and resolve the **Burning** condition.

The Eternal Flame should generally act later in the round than Kaeris, so that it can move her Pyre Markers, and so it doesn't remove the **Burning** that will benefit Kaeris's attacks.

=__Playing Against Purifying Flame__= With a lot of armor and not much offensive threat, it's generally not worth attacking the Purifying Flame. And generally speaking, attacking power overwhelms the healing power. So just focus on dealing with enemy main forces.

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