M2E+Insidious+Madness


 * Insidious Madness, Neverborn Minion**

=__Overview__= The Insidious Madness is a very fast model with a lot of scheme-running potential and a wide variety of powerful interlocking **Wp** debuffs. It's fairly cheap at 5 Soulstones for how useful it can be, but it's extremely fragile.

As a Nightmare, it can be summoned by and has some synergy with the Dreamer. As a Woe with some powerful **Wp** tricks it has significant synergy with Pandora and her Sorrows. And as a mass of arms, tentacles and eyes it's just a generally great way to send your foes to Bedlam. toc

=__Mobility__= The Insidious Madness doesn't have any movement tricks. It's just fast. This model has **Wk 7** and **Incorporeal**. Just pick and spot and they'll get there, breezing through any terrain or other models that might be in the way. This alone makes them great scheme runners. Walk and Interact has never been so easy.

=__Offense__=
 * The Madness Spreads** makes it hard for enemy models to cheat **Wp** duels since they'll need to discard an extra card before cheating. This can drain enemy hands quickly, and makes **Terrifying** and other duels more of a card drain. When the Insidious Madness is nearby, it's no longer a simple thing to breeze past low-TN **Wp** duels, since a bad card flip can require two cards to recover from.


 * Neverborn Whispers** is a flexible **Sh 5** attack that can be a 1" melee attack or a 10" ranged attack. It's resisted with **Wp**, of course, and the damage is only 1/2/2, which can be made much nastier when coupled with **Misery** auras (Pandora and Sorrows). The victim also gains **I Can Hear Them +1**, a stacking debuff that gives **-1 Wp**, for the remainder of the turn. Multiple uses of this attack (by one Insidious Madness, or possibly a Doppleganger) can leave targets very vulnerable to more **Wp**-based attacks. Throw in some Web Markers from Widow Weaver (good with Pandora and The Dreamer) and enemy models might as well not even have a **Wp** rating. Also remember that if the target is within 4" it will have to discard a card to cheat the resist duel.


 * Induce Phobia** is a mass area attack that draws on the Insidious Madness' **Wp** debuffs. Enemies within 2" must make a TN 10 Horror Duel. That's not a very large TN, but remember that the enemy also might have its **Wp** reduced, and will need to discard an extra card to cheat. Combine this with other **Wp** effects from other models (Sorrows, Poltergeist, etc) and this becomes a nice little insanity bomb. Drop it in a crowd to force an enemy to choose between draining a lot of cards or losing models to **Paralyze** (and **Misery** damage).

=__Resilience__= The Insidious Madness has a decent defensive stat block with a high **Df 6** and an average **Wp 5**, but it's incredibly fragile with only **Wd 3,** despite **Incorporeal** halving **Ml** and **Sh** damage.

They have an interesting defense against nearby attackers: **Psychosis**. Enemies within 2" that target them must pass a TN 10 **Wp** duel or the action fails. This happens each time the enemy targets them; it's not a Horror Duel so the attacker never gets immunity to it, and they'll be inside **The Madness Spreads** aura so they'll have to burn extra cards to cheat this flip. Take on other possible **Wp** debuffs like **Misery**, Web Markers, or **Distraction** (Poltergeist) and it can become rather daunting to attack them. It's not a perfect defense, but it can make killing the Insidious Madness a big drain on your enemy resources. Note that this pretty useless against ranged attacks though.

The best way to keep the Insidious Madness safe is to use their maneuverability to your advantage. With **Wk 7** and **Incorporeal**, you can often keep blocking terrain between enemies and the Madness. Their best attacks and defenses are short-range 2" effects, and you can disable a lot of enemies or drain a lot of cards with these effects. So DO NOT let your enemies have LoS until you're already engaged.

Do remember that they are Woes, so **Martyr** (from Pandora or Iggy) will work on them, and that one wound can save their lives.

=__Tactics and Tips__= The Insidious Madness likes to act early in the round, so its **I Can Hear Them** debuffs and **The Madness Spreads** card-draining have an effect for longer in the turn. This, of course, assumes that you're already in the position you need to be. If not, don't activate them until you can move them where you want them. The last thing you want is a model to get LoS and attack them with a **Ca** because they will die ... immediately.

They also make fantastic objrctive-runners that can earn VP by placing Markers early in the game and then jumping into an engagement to add some nasty debuffs to the mix later on. Decide carefully when to run objectives and when to zip into combat.

= __Master-Specific Tips__ =

Pandora loves these freaky little guys, almost as much as Sorrows do. Insidious Madness have incredible anti-**Wp** effects that work differently than the Sorrows' and combine extremely well together. The Sorrows do the damage and the Insidious Madness make it far more likely that damage will get dealt. If an enemy is under the effects of both models they'll need to make **Wp** duels often, need to discard to cheat on those duels, have a reduced **Wp,** and take damage when they fail **Wp** Duels. A very nasty situation! So consider taking two of each and run them near one another like family. It's 20 Soulstones, but with the right positioning it is well worth it.

The Dreamer also loves them as objective runners and debuff machines, but they're not quite as ridiculous with him. They're only like 90% as ridiculous. They can be pretty easily summoned into melee or pushed around with **Empty Night**, so you don't have to worry as much about keeping them out of LoS. They can also reduce a model's **Wp** to 4 so Dreamer can **Paralyze** them with **Twist Reality**. They make it more likely that Alps will land a **Slow** (and damage) on enemies. He can heal them up very easily. And that's just stuff on his card. That doesn't even consider Upgrades or other Nightmares. All in all, they're a great support model for him.

=__Playing Against Insidious Madness__=

If you can kill it at range before it gets a chance to zip up and start debuffing, do so! The Insidious Madness is also much easier to hurt with **Ca**-based attacks, damaging Conditions (like **Burning** and **Poison**), and other effects that can bypass **Incorporeal**.

The Insidious Madness can sneak in and debuff a lot of enemies in the same place at once, draining cards and generally being a nuisance. They are often also key scheme runners in their crew though so it can some careful thought to predict whether they are setting up to bomb into your models, or run away and complete schemes; either way you probably want them dead.

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