M2E+Poltergeist

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 * Poltergeist, Neverborn Totem (Pandora)**

=__Overview__=

One of the most expensive Totems in the game, the Poltergeist is a strange model that can be difficult to wrap your head around but also brings a lot support to Pandora and her crew. It's mostly used to debuff your opponents **Wp**, had out **Slow**, and take advantage of the **Misery** auras on 'Dora and her Sorrows.

=__Mobility__=

It has **Wk** **6** and **Incorporeal**. This guy can get just about wherever it needs to to help out.

=__Offense__=

It's direct offense can't do a lot on its own, but it can really help buff your crew's attacks versus **Wp**.

The primary way it does this is **Distraction**, a 2" aura that you will never want to forget about. It gives enemies a negative flip during **Wp** duels, which is the bread and butter of a Pandora crew. You can actually think of it as his main attack. It's more useful to have him in a good position effecting as many enemies with it as possible, then for him to do just about anything else.

It's melee attack, **Edges of Nightmare**, is only a **Ml 4** and doesn't do much damage (except it's severe for some reason), but as long as you hit it will **Slow** the target. It's against **Wp** so it benefits from **Distraction** and will cause damage from **Misery**. So it's not a terrible option, but you'll probably use its AP for positioning, scheme running, or other things.


 * Magical Extension** also give the Poltergeist access to all of Pandora's (1) **Ca**, of which she has many, but with a -3 **Ca** penalty. That means it's getting a +3 or +4 on the attacks, which isn't great but can be somewhat offset by its **Distraction** aura and the rest of the crew's other **Wp** debuffs. Since most of them don't do damage you should focus on just trying to succeed. If you find yourself next to a target with a high damage spread and a low **Wp** (Lenny maybe) it might be worth trying to **Self Loathing** him in the face, but otherwise stick to more manipulative spells. Unless you took the **Voices** Upgrade on Pandora, then cheating for the crow and barely succeeding turns into **Paralyzed** (and damage from **Misery**).

=__Resilience__=

The 'Geist has **Df 5** so it's not too difficult to hit. Its **Wd 5** is deceptive because it is also **Incorporeal**, meaning it will only take half the damage (rounded up) from **Sh** and **Ml** attacks. Watch out for **Ca** attacks as these can take it down //very// quickly. Even with **Incorporeal**, though, the Poltergeist isn't terribly resilient and you must take care to keep it from being wiped out before it can do its job. The most effective way to use **Incorporeal** is to stay out of LoS behind wall until he's needed, then walk him out to wherever you need him.

It's last ability is a bit difficult to figure out what to do with, because it's another power that does more to mess with the decisions your opponents make more than have direct visible effect like damage or conditions. **Paranormal Activity** is a (2) that drops a 30mm marker. Any enemy that ends it's activation within 3" have to pass a hefty **Wp** 15 duel or gain **Slow** (along with taking damage from **Misery** for failing a **Wp** duel). The reason this is in resilience is because it's more than likely going to setup a 6" area that you opponent doesn't want to go rather than actually drop **Slow** on anyone. This can be devastating during Turf War, Squatter's Rights, and Stake a Claim. By creating a no-go zone you can make it cost a hefty price for the opponent to score the Strategy. Same goes if they announce Line in the Sand.

=__Tactics and Tips__=

The Poltergeist can be a great help in making Sorrows more mobile. Keep it within 8" of them so they can **Misery Loves Company** up to it, and then again to another target. This can let a model with **Wk 3** easily slingshot 16" into an enemy model. After that, move the whole group in so their auras overlap. This will ensure that you've made your opponent's life as difficult as possible.

If you took the **Depression** Upgrade, Poltergeist is a great choice for throwing around **Melancholy** because a good use for his AP can be incredibly circumstantial. He's also **Ht 3** and can see over some types of terrain.

=__Playing Against Poltergeist__=

The Poltergeist is going to try to get very close to you, don't let it! If all goes well for your opponent, some of your best models will suffer negative flips on Wp duels while Pandora makes them cut/beat/maim/gouge/claw/eviscerate themselves. It is very susceptible to Ca attacks. If you have some, focus it down quickly.

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