M2E+Enslaved+Nephilim

== toc
 * Enslaved Nephilim, Guild Totem (Perdita)**

=__Overview__= Perdita's pet Nephilim adds a lot to her utility by making her crew blindingly fast. He usually stays back a little and makes his companions rush around the board, setting up perfect shooting positions or freeing them from melee.

=__Mobility__= Mobility is the defining feature of the Enslaved Nephilim. Not his own mobility, mind, but what he can add to the mobility of others. His own mobility is rather pitiful: he may be **Unimpeded**, but with a slow Wk of 3 that doesn't make a lot of difference.

His tactical action **Shackled**, though, is a beautiful mobility trick: a friendly model in 8" and line of sight gets pushed 6" towards another friendly model. Note that the Nephilim can push himself this way. Note further that no line of sight to the model that the target is pushed towards is required, neither for the Nephilim nor for the target. As pushes aren't reduced by severe terrain, this action can get friendly models across forests or swamps. Pushes also don't trigger disengaging strikes, so it's a way to get companions out of melee. The only downside to **Shackled** is that models tend to clump up if you use it a lot for repositioning. Also, be mindful of models with **Pounce**.

=__Offense__= The Nephilim can punch people with his **Ball & Chain**. Its Ml is bad and it's damage isn't better, though. An attack reserved for absolute emergencies.

=__Resilience__= Below average Df, mediocre Wp and only 4 Wds should tell you that the Nephilim isn't made for standing up to attacks. He's only Ht 1 so that you can hide him a little easier. He also has **Black Blood** which damages people standing nearby if he suffers damage. **Black Blood** doesn't discriminate between friendly and enemy models, so be careful. Also remember that other models with **Black Blood** don't take damage. This mostly means that Molly's or Lilith's crews can take out the Nephilim without worrying about it, but sometimes it may be the other way around.

=__Utility__= Besides his obvious ability to move models around outside their activation, the Nephilim can **Influence** others to do his bidding, similar to his Mistress' **Obey** spell. This needs a hefty 10 but at least the Suit is already there. The Ca is low so it will mostly be used to influence his companions to do Interacts or attacks out of activation, but that alone opens lots of possibilities. Against models with notoriously low Wp (like Ototo or Nurses), **Influence** can become quite nasty. It can only be taken once per Activation, though. As an **Insignificant** Peon, the Nephilim cannot do much in regards to VP, but he can **Influence** people to do it for him.

=__Tips and Tricks__= Don't forget that **Shackled** can move models towards companions at the other side of the board. Some surprising pushes become possible if you set this up well.


 * Influence** is golden if you play Distract or Cursed Object because you have the chance to wait till the other model has activated and thus can't discard the Condition anymore. It's possible to make a friendly model Interact and then pull it out of the melee, or the other way around if you want Scheme markers. With some well executed setup, it's possible to lay down 2 Scheme markers with one model per turn, for a quick Line in the Sand, for example.

=__Playing Against the Enslaved Nephilim__= It's not that hard to kill. If your plan is to bind Perdita's crew in melee, the Nephilim should be one of your priorities, as he goes down quickly and can be quite a nuisance by pulling models out of engagement.

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