M2E+Sloth


 * Sloth, Resurrectionist Enforcer**

=__Overview__= Sloth is an enforcer model in the Resurrectionist faction as well as being a member of the Crossroads Seven, Tormented to show up in Jack Daw crews, and a mercenary. Sloth follows his theme as you'd expect; he hands out the Slow and Paralyzed condtion, ends activations, and reduces enemy model's **Wk** and **Cg** abilities. toc

=__Mobility__= Sloth isn't particularly fast or slow, but ambles along at a **Wk** 5 and **Cg** 6, so having other models in your crew to shove him along with pushes, moves, and places is a good idea. Like all the Crossroads Seven he'll want to spend at least a turn or two with one or more enemy models within 3" of him.

=__Offense__= **Bored to Death** is a **Ca** 6 attack action with only a two inch range typed as a close combat attack resisted by **Df**. The damage track of 2/2/3 isn't very good, and there are no suits baked into the attack value to activate the trigger. If you do flip or cheat in a tome you can use the trigger **Nap Time**, **Nap Time** gives the target the **Bored** condition, which reduces the targets walk and charge by two until the end of its next activation. It's usually not worth cheating in to get the trigger. Often, you'll be using this attack just as a means of keeping enemy models inside Sloth's bubble by making disengaging strikes.

**Lullaby** can only be cast once per turn, but should be the first if not only attack Sloth makes every turn. Its got a modest untyped range, which means it can be used up close, and ignores randomization and cover. It's got a decent **Ca** attack value, and targets **Wp**, like most of the Crossroads Seven have. If you hit, it either Paralyzes the target, or does two points of damage and inflicts Slow on the target, your opponent chooses which they want. On a flip or cheat of a Crow you can push the target 3" with the **Sleepwalking** trigger. In a Crossroads Seven list, you'll use this to drag enemy models inside the 3" aura of one of the Seven.


 * Lazy Sunday ** is Sloth's 'Crossroads Seven Bubble'; a themed 3" aura around him. Enemy models that begin their activation inside that bubble have a choice; discard a card, take two damage, or gain the **Slow** condition. If Sloth walks and casts **Lullaby** with the Sleepwalking trigger, he can get this onto a model that's up to 11" away from him at the start of his activation. He walks five inches, pushes the enemy model 3" towards him, and the bubble goes out to 3".

=__ Utility __= Sloth has a single Tactical Action that is also his only 0AP action, ** Resting in the Blues **. This action allows a target friendly model within 6" gain **Slow**, and heal 3 damage. Since there are many models in the game with condition removal abilities, it can be worth using if you've got something built into your crew to remove **Slow** or conditions, or just a means of keeping a **Hard to Kill** model alive through two more attacks to sit on a strategy or scheme requirement.

=__Resilience__= Sloth is one of the toughest of the Crossroads Seven despite having a five on both of his defensive scores. He has ten wounds, and the trigger **Just Lay Down** on both defense and willpower, which will force any attacker that hits Sloth to just call it a day and end their activation. For models like Yasunori, that rely on whacking on a model several times to do a lot of damage, this is a hard shut down. Sloth doesn't mind being hit too much, since he's also **Hard to Wound**

=__Upgrades__= Sloth will typically get upgrades from Ressers, Neverborn when Wrath leads the full Crossroads Seven, or any other faction if hired in as a mercenary. As a mercenary he's nine soulstones, which is a bit steep for what he brings to the table, but there are at least three masters that can counteract this cost: Leveticus with Pariah of Bone, Jack Daw, and Nellie Cochrain with Embedded.

=__Tactics and Tips__= Sloth is a little on the slow side, has no built in movement boosts, and can only hit models 13" away at the outside at the start of his activation. You'll want models in your crew that can push, place, or move him outside his activation. He'll be a little card hungry, since you'll probably want to cheat in crows so his **Lullaby** attack can push the target model, or his defensive trigger can end enemy model activations. What he does is shut down your opponent by inflicting damage, Slow, Paralyze, or discards. With the right support he can be difficult to wedge loose from an area of the board, so he can help fulfill strategies and schemes that involve sitting on a spot.

=__Playing Against Sloth__= Try to keep out of Sloths aura area to conserve your resources. **Lullaby** is a once per turn action, so using an attack like Obey to force him to use it will prevent him from using it.

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