M2E+Tuco


 * Tuco, Neverborn Enforcer**

=__Overview__=

Tuco was born a member of the Ortega family (related to Perdita). He was captured by the Nephilim, who over time won him over after they showed how the Ortegas had abandoned him. As his loyalty turned, so did his flesh, and soon he changed from a human into one of the Nephilim himself. He's now a disturbing and possibly insane reminder that one's loyalties can become uncertain and that anyone's purpose can be corrupted.toc

=__Mobility__=

Tuco's **Wk** 5, **Cg** 5 is only average, and he doesn't have a lot of movement tricks.

However, he does have **From the Shadows**, so you can deploy him upfield in a key position. This can help with his mediocre (compared to other Neverborn) movement, since he can start where you want him to be.

=__Offense__= =Ranged= Tuco is one of the few Neverborn models with a **Sh** attack in the form of his **Shotgun**. With a nice **Sh** 6 and 10" range this attack doesn't do a lot of damage, but it does lay down blast markers on moderate or severe damage, which can be useful for hurting enemies that are difficult to target or hit directly.

On a Tome, the **Shotgun** can also trigger //Stay Down!//, locking an enemy into place.

=Melee= Tuco's **Inhuman Claws** are not bad either, with a **Ml** 5 Masks and an average damage spread. They do come with //Flay//**,** so Tuco can cheat his damage up with a Mask even if he has a negative flip to damage. It's not his primary attack by any means, but Tuco isn't helpless in melee either.

=Positioning= Like many Nephilim, Tuco has a lot of ways to pull enemies out of position. He has **(0) Disillusion** to push enemies up to their Wk in any direction, which has a range of only 4" but a reliable **Ca** 6 Mask. This is primarily useful as a way to get enemies put of melee with Tuco, after they've wasted AP walking in thanks to **Disguised**, but it also has a very strong Trigger if you get the suit for it.

Also, his **Shotgun** has the //Stay Down!// Trigger, which means that the target who fails a **Wp** duel can't take Walk or Charge actions until the end of the turn.

These two actions work well together. Tuco can push a nearby model away (hopefully out of melee range), and then shoot it, and keep it stuck where it is with //Stay Down!// This can render an enemy fairly useless if they don't have a ranged attack.

=Debuffs= Tuco also has a few debuffs to weaken enemy defenses.

His **(0) Disillusion** has the //Question Loyalty// Trigger on an additional Crow to give the model a negative twist on **Df** until the end of the turn. If an enemy damages him, he has a Mask Trigger //Deranged Laughter// to give all enemies within 4" a -1 **Wp** until the end of the turn. Both of these can help set up nearby enemies up for a later attack.

=__Resilience__=

Tuco's resilience is mediocre at best. He's **Disguised,** so he can't be Charged. He has **Black** **Blood**, so he damages nearby models when he gets hurt. And he has //Deranged Laughter// to disrupt nearby enemies when he gets hurt.

Mostly what Tuco can do isn't so much defend himself as inconvenience the opponent if he gets hurt. Otherwise, his defenses are mediocre, with **Df** 5, **Wp** 5 and **Wd** 8. His best defensive strategy is probably to stay out of the way (and behind cover) and focus on shooting and debuffing from a distance.

=__Upgrades__=

As Tuco is less likely to get into the fray, he's often a good choice for Upgrades that affect friendly models, which means both **Rapid Growth** and **Obsidian Talons**. As an Enforcer he can take **Retribution's Eye**, which can be great if you deploy second and set him up to intercept something with **Armor**.

=__Tactics and Tips__=

Tuco can be used as a fair flanker to grab upfield objectives early, or as a decent sniper with some debuffs that can set an opponent up for later attack. With his free movement tricks and debuffs, he can synergize well with a Nephilim crew, moving models into place and offering ranged support.

Because he debuffs **Wp** and causes some **Wp** duels, he may be useful in a Pandora Crew if you really need a ranged model.

Don't hire Tuco just because you want a sniper and don't think you can hire anything else as a Neverborn Crew. You'll be more likely to do well with a Mercenary, like Hans, Freikorps Trapper or McTavish if you want a sniper and don't care about Tuco's other abilities. Hire Tuco because you want a complex and balanced sniper/debuffer/upfield model.

=__Playing Against Tuco__=

Tuco is not a particularly durable or powerful model, and he may be caught out of position. Watch out for his debuffs, they're not particularly reliable but can be very strong if he gets them off. Like most Nephilim he's a pain to kill from up close (even more so than most thanks to **Disguised**) so you're better off taking him out with ranged attacks. This does mean he'll most likely retaliate with his **Shotgun**, but you can use cover to your advantage and plenty of models can outshoot Tuco.


 * __Ownership__ **

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