M2E+Bunraku

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 * Bunraku, Neverborn/Ten Thunders Dual Faction Minion**

=__Overview__= Bunraku provide another mid-priced minion for Ten Thunders or Neverborn, good at drawing a crowd.

=__Mobility__= With a high **Wk** score and decent **Cg**, the Bunraku can get around.

It can also extend its reach with **Snatch**, which pushes enemy models into base contact. This isn't the same as mobility, but certainly provides some increased board control.

=__Offense__= The Bunraku has a very solid **Wicked Knives** attack, with a high **Ml** score, decent damage, and a trigger to give poison.

It can also pull enemies out of position with **Snatch**, pushing an enemy within 6" into base contact. On a Mask Trigger, it can //Stab, stab, stab!// to make a Knives (or Glowing Saber) attack afterward, too.

It can also gain **Focused +1** as a **(0) Obscene Preparations** action, with a Tome trigger to give a bonus Mask to **Ca**, which makes //Stab, stab, stab!// built in.

You can combine these three well to make a nasty attack combo:
 * 1) Cast ** (0) Obscene Preparations ** with an 8 Tome or higher, to gain ** Focused +1 ** and the bonus Mask to ** Ca. **
 * 2) Use ** (1) Snatch ** to pull an enemy model into base contact and attack with ** Wicked Knives ** immediately with the ** Focused +1 ** benefit.
 * 3) With your last AP, make a second ** Wicked Knives ** attack against the same target, or grab another target with ** Snatch. **

This can be an efficient and reliable way to grab and murder enemy models, especially fragile scheme-runners.

=__Resilience__=

The Bunraku has a high **Df 6** with a built-in trigger **Disappear**, which reduces enemy **Ml** when an enemy misses. It also has **Armor +1.** With **Wd 6**, it won't survive against a serious onslaught; and its **Wp** makes it vulnerable to attack that way.

=__Tips and Tricks__=

When Bunraku dies it can also pass **Conditions** to nearby friendly Minion models. You can use this to pass on **Focused** or (if playing with Collodi) to keep **Personal Puppet** going. Another approach is to go **Defensive** near a friendly minion; coupled with **Disappear** this makes the Bunraku hard to take down, but if an opponent gets lucky, you get to toss the Condition to your friend. In a Shenlong crew, where Defensive might be a (0), this can be very effective.

=__Master-Specific Tips__=

Bunraku make a great **Personal Puppet** for Collodi, because they count as puppets, have strong attacks, and can pull enemies in.

Bunraku can hand out **Poison** to enemies (and sometimes even to friendly models) which can make them somewhat useful to The Brewmaster.

Despite being dual-faction Neverborn/Ten Thunders, Bunraku don't have any particular synergy with Jakob Lynch other than providing a solid mid-level melee attacker.

Bunraku provide Mei Feng with another solid Construct. This can set her up for a nasty alpha strike. First use Snatch to draw one or two enemies into contact, stabbing them if you get lucky. Then, have Mei Feng Railwalk to the Bunraku and finish off the bunched-up enemies.

In a Shenlong list, the Bunraku can benefit from a potentially transferable (0) **Defensive**, as noted above. Also, if Shenlong uses Might Gust to push the Bunraku and make it Fast, it sets up a turn of pulling in three(!) opponents. This can be quite unhealthy for the Bunraku, but amazing for a subsequent Thunder Archer attack (or other Blast weapon).

Due to their ability to feed Terror Tots, Bunraku make a nice surprise addition to a Lilith crew. They can also pull models into Hazardous terrain--nasty if the Cherub has used Rise Up to make the area around the Bunraku hazardous!

=__Minion-Specific Tips__= Bunraku work best when they are near other Minions, and with models that have **Pounce** or similar abilities. Using the Bunraku's abilities to draw enemies in can be used to trigger a nest of Terror Tots or even Teddy and his nasty Smell Fear attack.

=__Playing Against Bunraku__= As medium-cost, fast models with some offensive potential, Bunraku may not always be the top attack priority. Keep an eye out for their **Snatch** ability and the risk of being drawn out of position.

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