Snow+Storm

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 * Snow Storm, Arcanist Minion [[image:0000-Miniatures-20120906-021.jpg width="400" height="474" align="right"]]**

=__Overview__= Following Rasputina's sucess in withstanding the tyrant entity December, part of his power ended up in one of the silent ones. This strange mix of power ended up creating the Spirit Snow Storm. One thing to note about Snowstorm is that it requires a little bit of forethought to get the most out of it, due to its lack of AP modifiers other than **Instinctual.**

=__Mobility__= Snow Storm is by far the fastest of the Frozen heart minions, and also is able to drastically increase the movement of the rest of a Rasputina crew. It starts with a good walk speed, Float and Spirit, allowing him to move freely around the board. It has a variety of different abilities which can be used to speed up the movement of its crew as well:

Snowstorm's major movement ability is the (1) Action **Foul Weather,** which pushes all models within 12" two inches towards a table edge of your choice, and then moves Snowstorm up to 6 inches in that direction.

It also has a (0) action to pull a friendly Ice Gamin or Golem within 8" into base contact (meaning you can pull a model form 8" back, to touching the front of Snowstorms base), and a (0) spell which pulls all **Frozen** **Heart** models within 4" directly into base contact.

=__Offense__= Snowstorm has a very nice offensive punch, both in melee and in ranged.

A high **Cb** of 6 and a damage track of 3/3/6 means that if it can hit, Snowstorm can really put out the hurt, and this is accentuated by the (0) To The Bone, which gives Snowstorm a positive flip on damage. This stacks with the Grip of Winter trigger (requiring a ram) to give Snowstorm a total of 3 positive flips to damage. One thing that a lot of people overlook is the fact that Snowstorm has Flurry, as well as an unresistable way to pull a target in close and chomp on it.

Snowstorm's Ranged abilities are restricted to it's spell (1) Ice Tornado. This spell has a rather short **Rg** of 6, but it's damage output is very consistent. With double blasts on moderate, and triple blasts on severe, this spell can be used to hit models up to 3" away from the initial target, and can be used to really spread the hurt around. A high **Ca** of 5, as well as the Overpower trigger, means that it can be rather difficult for most models to resist or survive a sustained bombardment.

=__Resilience__= Snowstorm is both very resilient at range, and rather weak in melee. Due to a printing error in the initial print run of Rising Powers, the book lists his Wd stat as 6 - this is incorrect, and the cards (which state his Wd =8) are correct.

Snowstorms ranged defenses are a combination of **Spirit**, **Bulletproof** **3** and it's **Middle of the Storm** ability. This means that firstly, the opponent will have a negative flip to attack, while any attack that gets through will need to do 9Dg or more in one hit in order to inflict more than a single Wd from the attack. Snowstorm also extends a small portion of this resilience to models in base contact - any model in base contact receives soft cover.

The last aspect to it's ranged resilience is the **(1) Sleet** action. This is an aura that provides soft cover to models with **Frozen** **Heart** within range, while also acting as a debuff on non frozen heart models by reducing their Cb for ranged strikes and forcing them to win a Wp -> 12 duel in order to charge.

Snowstorm's melee resilience is much lower than it's ranged durability, due to the fact that it's only melee defensive abilities lie in Spirit, it's Df of 6, and it's (0) to give itself Terrifying ->12. However, If the opponent fails to kill Snowstorm before it can activate, it has the **(0) Eat Your Fill**, which it can take after it kills a model in melee to heal back up to full Wd at the cost of ending Snowstorm's activation.

If, however, your opponent manages to kill off Snowstorm, then they will be in for a shock as it's final Shatter does a high Dg 4 to all models within 2".

=__Tips and Tricks__= Snowstorm has a variety of different tricks which bring a huge amount of utility to a Rasputina crew, and which are almost as effective with other arcanist masters.

Firstly, Snowstorm has access to the Ice Pillars spell, allowing the Tina player a bit more control over Pillar placement.

Secondly, the Tina player can use Snowstorm to rapidly accelerate their crew forward, through the use of **(1) Foul Weather**, followed by **(0) Decembers Command**, and then **(1) Foul Weather** again to push the majority of the crew up to 6" in a turn. The use of **(0) Form Ice** can also be interesting, to dump an Ice Gamin or Golem into position outside of their activation.

However, Snowstorm's tricks can also be used to single out and eliminate a target enemy model, or to simply disrupt the enemy crew. This is through the use of two of Snowstorms (0) actions: Initially, you single out your target model within 4" and use **(0) Freeze Heart** to give the target Frozen Heart. This is has no resist. Next, you use **(0) Decembers Command** to pull the target into base contact with a 3 of any suit, which again has no resist. You can then discard a card to flurry and rip the target to pieces.

Another use for this is in strategies such as treasure hunt. You can force an enemy model up to 16" away from Snowstorms starting position to drop the treasure counter, through walking twice, then using **(0) Freeze Heart** followed by **(0) Decembers Command**.

=__Master-Specific Tips__= Snowstorm works well with any master, although it has particular synergy with Rasputina. It is not as useful with a Kirai crew as similar rezzer spirits however.

One interesting use is to take Snowstorm with a Vikkies crew containing Vanessa, as her Arcanist Ties ability allows the hiring of any non living arcanist model.

=__Playing Against Snow Storm__= The best way to take out Snow Storm is to use magical melee attacks, or simply a large number of melee attacks. Most ranged models will do very little damage to even if they do hit it.

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