M2E+Terror+Tot

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 * Terror Tot, Neverborn Minion**

=__Overview__=

Terror Tots are super-mobile little monsters that are some of the best Scheme runners in the game. They've also got pretty good defenses and damage for their cheap cost. They're so cheap, in fact, that you can afford to put one or two of them in any crew if you need to put Scheme Markers on the table.

=__Mobility__=

Their **Wk 5** and **Cg 6** are decent, but **Sprint** is what makes these little guys speed demons. One successful use effectively doubles their **Wk**, but use it twice and you're looking at moving 20" in one activation. Twenty inches!

They can also give out a little extra mobility when they're killed via **Brood**, but don't depend on it. Don't forget about it either, because it's there to help keep the pressure on the opponent.

=__Offense__=

Their **Ml 5** and 1/3/4 damage output can be surprisingly good for their cost, so don't be afraid to attack softer targets. Don't sacrifice Scheme running to do it though, because you can always push a target into their **Pounce** range and get free Attacks. Considering most Nephilim have some sort of forced movement this isn't that hard to do.

Once they're done with Schemes, throw them in the fray. Once there, use **Grow** (from the Rapid Growth Upgrade or Black Blood Shaman) to turn them into Young Nephilim, which can put out a lot of pain especially if they're already in melee.

=__Resilience__=

They have a pretty high **Df 6** (especially for their cost), but that will only save them against other cheaper minions. **Black Blood** and **Brood** slightly punishes your opponent for hitting them, but don't depend on it. The 1-2 damage is worth it to them if it means killing your Tot, which is pretty easy to do considering they've only got **4 Wd**. The best way to protect them is to keep them out of LoS. Their **Ht** **1** and crazy levels of mobility means that, with a little work, you can keep them out of danger until they've finished their primary objective (Schemes).

=__Tactics and Tips__=

Terror Tots are probably the Neverborn's best objective runners (arguably the best in the game). They are great at getting to the other side of the board, Markers, and getting back again before supper. Don't be afraid to use them as your workhorse. Once they're done with that it's also worth throwing them into the fight, even if you don't have a chance to use **Grow**.

= __Master-Specific Tips__ =

Lilith is the obvious master to lead them (they come in her box after all) and they are no joke when used with her properly. Place a Tot near terrain and use Lilith to **Transfixing Gaze** a target into it. The target will get pushed towards you, take damage, get **Slow**, and set off the Tot's **Pounce**. Why settle for one effect when you can have four (with 1 AP no less). You can do the same thing Barbaros' **Cyclone Crash**, it just takes a little more setup, but it could set off more than one **Pounce** so it might be worth the work. Tots also work frighteningly well with **Tangle Shadows**. Walk a Tot upfield, then use Lilith to swap it out with an unactivated beatsick (Mature Nephilim or Nekima are perfect), then use the beatstick to **Charge** at anything in range. "What if you want to bring the target to Lilith?" you ask (or you should). "Good question," I reply, "Tots are great for that, too!" Go **Defensive** with the Tot (twice if you've got the AP), then **Tangle** the Tot up to the target and the target back to Lilith. That way the Tot isn't in as much danger as it normally would be. If you can **Tangle** the Tot within 1" of some enemies at the same time, why not **Black Blood Pustule** the little bugger while you're at it? These guys really are the backbone of a Lilith Crew, and they're so cheap that taking three of them is rarely a waste.

When running the Dreamer it's easy to forget about anything that isn't a Nightmare, but that can be stifling. He can't summon Terror Tots, but they are Minions, so **Empty Night** still works on them. Hire Lilitu with the Rapid Growth Upgrade and two Tots and you'll be able to run any Schemes necessary. Then **Grow** them for some extra killing power. If you thought **Empty Night** was good for Tots you'll find it down right awesome for Young Nephilim. Dreamer pushes them into melee (with a free Attack) and then **Accomplice** into them for **Feast**. Or, summon in Lelu, use his **Lie in Wait** to give him and Lilitu **Pounce** and all the sudden you have the potential for four free Attacks off of a forced movement (from Lilitu's **Lure**, for example).

Jakob Lynch loves these little guys. Because **Sprint** doesn't have a TN, but requires a Mask, he can cheat in an Ace of Masks on the flip. Due to his **Ace in the Hole** Ability, he then gets to put that Ace right back in his hand.

=__Playing Against Terror Tots__=

It's easy to overlook them because a lot of the other models look so much scarier, but don't be deceived: they are a priority target. They can put out (or remove) an insane number of Scheme Markers over the course of a game, especially if you get too focused on other, more-killy models. Just remember that if you can hit 'em, you can kill 'em. Hitting them from range is your best bet because it gets around both **Black Blood** and lessens the benefits of **Brood**, but hitting them with a range 2" melee is just as good (as long as it dies).

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