M2E+Kamaitachi


 * Kamaitachi, Ten Thunders, Totem, Minion**

Oni toc

=__Overview__= //A variety of myths surround this creature from Dust Devils to Wind Sickles; they take the form of weasels and generally do unpleasant things to people...//

The Kamaitachi is the Ten Thunders generic totem and although a Minion, it is **Insignificant**, so can score in some schemes and strategies but can't **Interact**.

It also provides many buffs to Masters, Henchmen and Enforcers that utilise upgrades that are discarded or attached as the game goes on. Yan Lo, Shenlong, and McCabe are currently the kings of this, although any enforcer can take **Recalled Training** or **Servant of 5 Dragons** to take advantage of these auras. Both of these are once per turn so choose carefully when to use it and which model needs it most in a given turn.
 * **Winds of Fortune**: Aura 6 that allows a model attaching an upgrade to draw a card.
 * **The Howling Thunder**: Aura 6: when a friendly model discards (or otherwise removes, ie. Hans) an upgrade, it is pushed 3" and heals 2 damage after completing the current action.

=__Mobility__= Fairly mobile with a walk and charge of 6, this little guy is pretty light on his feet. This lets him keep up fairly easily to keep those auras in effect.

He also has a (0) action, **At the Crossroads**, that, at the cost of a card, pushes a target (so needs LoS) friendly Leader or Minion within 6" up to its Walk in any direction. As the Kamaitachi is itself a Minion, this action can also be done on itself. This can be game-changing for getting your models into position to either attack, lay schemes, hide, or any other useful reason.

=__Offense__= The Kamaitatachi has 2 Attack actions, one Melee and one a spell that gives out **Burning**.


 * Razor-Edged Talons** are for when things get a bit desperate or if something gets the drop on the Wind Devil. With a Melee of 5, Rg 1, and 1/3/4 damage, this attack is hardly going to win many fights. It also has the **Flay** trigger, so if you flip (or cheat) a high Mask, you can cheat damage regardless of negatives to the damage flip. This is really useful, as weak damage 1 is hardly something to write home about.

His second attack is a little more situational, but has some very useful synergies. **Katanaka's Flame** allows you to discard up to 2 cards to give the target **Burning****+1** for each card discarded, making it a very expensive attack unless you have rubbish cards. However, it also has a range of 6 with no projectile icon (so you can always cast it if you have LoS), and a Cast of 7 means that if you want it, you should be able to get it off.

=__Resilience__= Like most totems, the Kamaitachi is hardly the most resilient of creatures with only 4 Wd and Wp 4. However, he does have a really solid defense of 6 to help keep him alive...but really, if someone wants him dead, he's not going to last very long.

He also has Ht 1, so he can easily hide behind terrain or other models.

The best way to keep him alive is to have him support the rest of the crew (whilst keeping him in range of his auras if needed) and only engage targets of opportunity, i.e. isolated, weakened targets like opposing schemers (although this might take him out of aura range).

=__Tips and Tricks with Lucas MacCabe__= Of all the Ten Thunders Masters, MacCabe should get the most use of the Kamaitachi's Auras. Giving and taking upgrades left, right, and centre with **Loan** and "**Take This**!" means that, unless you're planning to take a lot of Guild Hounds in the crew, the Kamaitachi is a great addition to the crew. **The** **Winds of Fortune** should be able to give you an extra card a turn and keep your crew nicely healed with a few pushes from **The Howling Thunder**. Just remember, each of these abilities can only be used once per turn, so choose your timing wisely with **The Howling Thunder.** On the other hand, you should use **The Winds of Fortune** as soon as possible each turn.

Since McCabe also likes to have lots of Minions in his crew, the Kamaitachi is spoilt for choices with **At The Crossroads**.

=__Tips and Tricks with Shenlong (& Sensei Yu)__= Shenlong (& Sensei Yu by virtue of **Disciple**) can swap upgrades through **Monk of Many Styles** to take advantage of the Kamaitachi's auras. Also using **Katanaka's Flame** on Shenlong (or Yu) and then following up with a good **Lightning Kick** allows them to transfer said **Burning** onto their opponent. Whether this is worth the cost of replacing the very useful Peasants is another question, but it is always worth considering.

=__Tips and Tricks with Yan Lo__= Although he'll be taking the Soul Porter 90% of the time, Yan Lo can attach upgrades via **Ascendance** (and when he Ascends into his Avatar, if you're playing in a campaign that uses those rules).

=__Tips and Tricks with Mei Feng__= The main additional trick Kamaitachi gives to Mei is the ability to hand out **Burning** to people, which can give the Rail Golem a boost, syncs with Rail Worker's **Shovel Faster,** and gives Mei's **Tiger's Claw** attack a positive twist to damage flips.

=__Tips and Tricks with Everyone else...__= With Upgrades like **Broken Promises,** **Recalled Training, Servant of 5 Dragons,** and **Dragon Stone**, any Master, Henchman, or Enforcer can take advantage of the Kamatachi's **The Howling Thunder**. Giving anyone a heal and a push for that little extra maneuverability.

=__Playing Against The Kamaitachi__= Although not always the highest priority, the Kamaitachi's pushes can get annoying. Also in strategies or schemes that just require minions, killing the Kamaitachi can win or lose you the game... As a Minion, he counts for things like Turf War and Reconnoiter, and Schemes like like Distract, Protect Territory (although it can't lay the scheme markers himself), Cursed Object, Outflank, and Take Prisoner. Distract and Cursed Object are particularly useful, since the Kamaitachi is **Insignificant** and can't remove the Condition once it's gotten it.

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