Titania


 * Titania, Neverborn Master**

=__Overview__= Titania is Queen of the Fae, and she demands your attention by creating and spending scheme markers to do most of her tricks. She is more about control than combat, but as long as she has a crew built to work with her desire for scheme markers and spending of scheme markers, she should do well against most other masters. Titania is a midfield support model, creating scheme markers, handing out bonus movement, discouraging opponents from placing schemes, removing opponent scheme markers, and giving friendly models pushes and attacks.

=__Mobility__= While she is not the most mobile master in the faction, Titania has a decent walk speed and flight, which should get you anywhere you need to go. She has a slightly above average charge, and both of her attacks have a 2" close combat range, which gives her a 14" threat, though she can end up with a much longer range than that. Titania wants to spend a portion of the round within several inches of enemy models, so her ability to ignore all terrain with flight is a real boon. She has two additional mobility tricks. Her close combat attack **A Wicked Silence** has a trigger that lets her push 4". The other mobility trick is the (0) Tactical **The Queen has Risen,** which allows her to target any friendly model within 6", flip a seven or higher, and discard up to three scheme markers within six inches; enemy or friendly. For each scheme marker discarded, the targeted model can move 2". Typically, you'd want to use this on other models, so Titania can either push a friendly model into attack range, or do more exotic tricks like attack with a friendly model using Bloody Command, and then pull it back to safety. Titania can target herself with the tactical, so she can either charge from 20" away, or charge, push 4" away with a trigger, and then move another 6" away with **The Queen has Risen**.

=__Offense__= Titania has two attacks, one a close combat attack, and the other either a close combat or cast attack. She can also force WP duels that can cause damage either directly from her, or from other models in your crew that do damage when opponents fail WP duels.


 * The Thirsty Roots** //**-**// This isn't an attack. It's an effect from the front of Titania's card. Anytime an enemy model within several inches of Titania activates in base contact with a friendly scheme marker they need to succeed on a WP dual, or suffer a small amount of irreducible damage. This is a particularly effective way of making your opponent be more conservative with low Wd scheme runners that rely on things like Incorporeal to keep themselves safe. It can also be used in combination with effects like Teddy's Smell Fear or a Sorrow's Misery to do even more damage, or a Will O Wisp's ability to place scheme markers when enemy models fail WP duels.


 * A Wicked Silence** - Titania's melee attack does not have a damage flip. Instead, it places a friendly scheme marker in BtB with the target model, and does two damage to it. It goes against the enemy model's WP, so can cause additional effects from other models. The attack has one trigger that requires an additional mask (either from the draw, cheat, or a soulstone) that lets Titania push herself 4". The easiest trick is to charge, make two attacks, place two schemes, and then push 4" back to safety. If the enemy model has not yet activated, it must make a WP duel at the start of it's activation or take another two points of irreducible damage from The Thirsty Roots. Note that the scheme markers are not being places with an Interact, so these markers can be placed within 4" of each other.


 * Bloody Command** //**-**// Titania's second attack is a little unusual in giving you the option of using it as either a short range cast action, or a melee attack, and is the only action on her card that goes against Df instead of WP. It doesn't normally do much damage, but has a built in mask for the **Into the Thorns** trigger that will do an extra point of damage for each friendly scheme marker within 2" and LOS of the target. With some support, high cards, and a soulstone or two, Titania could charge an enemy model, attack it twice with A Wicked Silence to place a scheme marker and do two damage each time, and then use her last action to make an attack with Bloody command that removes the schemes to do an additional 4/6/8. If you happen to have a Red Joker in hand for that last attack it would amount to 2+2+10 points of damage. However, this is just about the least and easiest of the three triggers, and not the best of use of her powers. The other triggers are **My Loyal Subject** and **Deal With Him**. **My Loyal Subject** requires a Crow, and heals another nearby friendly model 2/2/3 damage. If her crew consists of reasonably resilient models, this can get some use. **Deal With Him** requires a Ram, and is by far the most impressive of the three triggers, and also dictates the kind of crew you will bring. Bloody Command does no damage on this trigger. Instead, you push a friendly model that's within 8" of the target and can draw LoS to it into BtB with the enemy model, and then the pushed model makes a single melee attack against it. Again, this dictates that you want a few or more models with above average melee attacks like Nekima. It's also an effective way of giving the Queen's Champion upgrade to exactly the model you want it on without burning soulstones.


 * A New Harvest -** This is not exactly an attack, as it is a (0) tactical action that does no damage, but it does force all enemy models within several inches of Titania to take a WP duel. If they fail, Titania places a friendly scheme marker in BtB with them. This in turn can be used to do damage to enemy models with Titania's other abilities.

=__Resilience__= Titania is one of the more resilient models in the Neverborn faction. She has **Impossible to Wound**//**,**// 12 wounds, and an above average WP, though her Df is slightly below average. It will be hard for most models to take her down in any one activation, and she heals two points from **R****ejoice in Rebirth** every time another model places a scheme marker near her. She doesn't have a lot of defensive power, but if the enemy doesn't get rid of her quick, she'll heal up every time another model places a scheme marker near her. If your opponent dedicates a powerful model to taking her down, she will go down. Titania is undead, which is unusual for a Neverborn model, and makes her immune to many effects that would work on living models.

=__Upgrades__=


 * An Audience With The Queen:** This upgrade adds the Attack Action An Audience With The Queen, which is a short range Ca attack against WP, and has a TN requiring the built in mask and a card of 7+ to go off. It places the target enemy non-Leader in BtB with Titania. On a book, this attack will place a scheme marker in BtB with the enemy model. The effect is somewhat like an exceptionally short ranged Lure, though because it is a place effect, it won't trigger pounce. It's a means of drawing in enemy models, and fulfilling schemes that require you to have scheme markers near an enemy model. It has a great deal of utility against enemy models that need to be in range of friendly models to put combinations of abilities into effect, or mess up your opponent's order of activation by placing models out of formation. Don't forget that Titania has extra movement tricks that let her draw away from her victim after using this.


 * Behold My Glory:** This upgrade adds a Mask trigger to all of Titania's attacks, and all of her attacks have a baked in mask. It adds the condition **She Will End Us All!** to the enemy model until the end of its next activation. If the model attempts to attack any model other than Titania, the attack will fail unless they discard two cards. This requires some knowledge of enemy models, as you don't want to put it on something that could destroy her anyway. With some clever application, this can be used to fulfill strategies and schemes that either require you to keep your opponent's models, and your own, alive. Depending on the schemes, there are some clever tricks that can be done in combination with **An Audience With The Queen**. You can sacrifice Titania to keep an opponent from fulfilling schemes like **A Quick Murder**.


 * The Forest Claims All:** This adds a front of card ability of the same name. If a corpse or scrap marker is placed within 4" of Titania by an enemy model, including markers placed when enemy models are killed, the opposing player must discard a card, or you replace the corpse or scrap marker with a friendly scheme marker. Obviously, this has some real applications against Arcanists, Ressurectionists, and some Ten Thunders masters by taking away the fuel for their powers and summons. It also dictates that one of your other upgrades might be An Audience With The Queen, so you can draw enemy models in close to be stomped by your other models.


 * The Queen's Champion:** This upgrade does nothing for Titania directly, instead, it automatically transfers to the first friendly model that destroys an enemy model with an attack; Titania can prevent this by spending a soulstone. Once on another friendly model, now the Queen's Champion, that model gets +1 Armor, a positive flip to all attack actions, and places a friendly scheme marker in BtB with enemy models that it damages with an attack. Note that this is not limited to any particular kind of attack, though the attack does have to do damage to place scheme markers. This upgrade could be placed on Angel Eyes, for example, who could then get positive flips with her Snapshot Rifle, and place scheme markers at range. When combined with the Malifaux Provides upgrade, the scheme marker effect can have double-uses, allowing the Queen's Champion to heal up simply by attacking and then eating the scheme marker at the end of its activation.


 * Aether Connection:** Since Titania wants to be relatively close to enemy models, but isn't super durable, this is an upgrade well worth considering. Especially if you also take **An Audience With The Queen**.


 * Nexus of Power:** Not for Titania, but for a durable henchman or enforcer to put near by her. Again, especially something to consider with **An Audience With The Queen** and **Aether Connection**, which will allow Titania to lock down up to three enemy models, or force your opponent to exhaust their hands going after the Nexus of Power model so Titania stops healing. You will have to take the full seven soulstones..

The Wave 5 book, **Broken Promises**, introduces two new upgrades for each master. Titania gets **Pact With The Grave Spirit** and **Royal Indignation**:


 * Royal Indignation** is a Limited upgrade which turns all Living Minions and Enforcers hired into the crew Undead and makes them Fae, allowing them to use Taproot's defensive trigger and to be targeted by **(1) An Ancient Pact**, a Tactical Action given by this upgrade that gives a Fae **Armour +1** at the cost of a moderately high card. **Royal Indignation** also gives Titania an impressive defensive ability of the same name, which reduces the damage she suffers from Peons and Minions by 2 and from Enforcers and Henchmen by 1, making her even more difficult to remove!


 * Pact With The Grave Spirit** is also Limited, but more offensively orientated. It gives Titania two passive abilities, the first of which allows her to add a suit of her choice to her duels and gives her attacks an extra point of damage, but only in duels against the enemy Leader (note that this applies when she is defending as well, allowing her to choose a Masks for the defensive trigger on Taproot). The second passive ability prevents enemy models within a small aura from using Soulstones or healing. This upgrade also gives Titania a ranged **Ca** attack action which deals damage equal to the amount of damage already suffered by that model, up to a maximum of 4. This requires a Crow, although if you are targeting the enemy Leader you can get the suit for free thanks to the passive ability, which also increases the maximum damage to 5 because of the bonus to damage. It also has a trigger to place a friendly Scheme Marker if the target is killed, which is essentially built in as it needs a Crow as well. All in all, this Limited upgrade makes Titania into a fairly terrifying assassin.

=__Tactics and Tips__= (Combos, tricks, and it's best role in-game )

=__Leading a Crew__= Titania's Crew box consists of her, her Totem the Gorar, The henchman Aeslin, and her knights the Tooth, the Thorn, and the Claw. All of them but the Gorar are undead fae, and have strong interactions with placement of scheme markers, and spending scheme markers.

Strategies and Schemes
Titania and her crew are going to do particularly well with any strategies and schemes that involve surrounding enemy models with scheme markers, but Titania hands out no particular bonus for those strategies and schemes involving interacts. Set Up in particular is going to be a good one for Titania, as she can specify a durable enemy model, and then she and her crew can place multiple scheme markers near that model every time they hit it; scoring one point for every scheme within 4" of that model at the end of any turn.

Building a Crew
Titania not only benefits from the presence of the Autumn Knights, who all have inbuilt methods of planting scheme markers, but can also bolster the prowess of Neverborn heavy damage dealers. Nekima and Teddy, for example, seem to find the collaboration effective through Bloody Command. All minions who can aid planting Scheme Markers, or affect Wp duels can directly benefit Titania's abilities. She doesn't have any particular interactions with undead or fae models, but instead likes models that place schemes, or benefit when enemy models fail WP checks. If you use The Queen's Champion upgrade, look into heavy hitting models like Teddy or Nekima. Those models don't necessarily have to be fast, as Titania can hand out movement boosts with **The Queen Has Risen** and **Deal With Him**. You will also want to look for models with close combat attacks that have better damage tracks than 2/3/4 and/or have additional interesting effects.

=__Playing Against Titania__= She's a tricky master to engage in melee, but she is not that tough when hit by models with high damage attacks, especially with ranged attacks where you can avoid the auras and her spells. Titania wants to be reasonably up close to catch your models in her auras, and wants to place scheme markers to make all of her abilities work. Models that can prevent enemy models from placing scheme markers, or remove them or move them around, are going to be most difficult for her to deal with. Masters that want her to leave her scheme markers lying around are going to have problems playing against her.

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