M2E+Lampad


 * Lampad, Resser Enforcer**

=__Overview__=

Another Greek-mythology inspired Resser model, the Lampad is a mid cost Rare 3 Undead Spirit that is obsessed with fire.

With no fewer than 4 unique ways to hand out the Burning Condition, and the ability to convert enemy models into additional Lampads when they die from Burning, our resident zombie-ghost-arsonists are a unique Wave 5 addition to the faction. toc

=__Mobility__=

Lampads float around with average walk and charge stats. Despite their apparent spiritual constitution, they lack Incorporeal.

They have a (0) tactical action, needing a middling care to succeed, that pushes them a good distance in any direction. During this push they can freely pass through other models, and all models they "push through" receive Burning +1 Condition.

=__Offense__=

The Lampad's humble Ml6 1/2/3 claw attack seems unexciting at first, but it has the potential to really stack up some Burning. Firstly, it adds an automatic Burning +1 to any model hurt by it. It also has a trigger to add an additional +1 Burning for each Tome in the duel total, and has one Tome built-in. This translates to Burning +2 for each damaging hit, and Burning +3 if you manage to flip or cheat a Tome.

It also has a Casting Attack with decent range and a 2/3/4 track. Similarly to their close ranged attack, it also adds Burning +1 to anyone damaged by it. This attack also has 1 Blast Marker on Moderate and 2 on Severe damage.

Their (0) Tactical Action, as described in the Mobility section, can apply Burning +1 to enemies that it passes through, helping to chip away at models caught in between the Lampad and where it wants to go.

Finally, as if its Attack and Tactical actions did not offer enough Burning, all models that end their activation within 3" of a Lampad gain Burning +1. Be aware that this is both friendly and enemy models.

=__Resilience__=

None to speak of - a Lampad's wounds go down very quickly if its targeted. Their middling Df and Wp stats won't save them, especially since your opponent will be very keen to get rid of them to stop them reproducing, so you need to be careful with your positioning.

=__Upgrades__=


 * Necrotic Preparation** - Necrotic Preparation would make it harder for enemies to get away from your Lampad since your disengaging strikes would be more accurate. This could be useful since you want to keep enemies close to you on low wounds so that they can burn to death and give you more Lampads! Be aware that if they hit you with a claw attack they take another point of damage - a smart opponent could use their model to kill itself by hitting you if they're on their last wound and have Burning.


 * My Little Helper** - This upgrade gives you a one-per-game boon with a card draw, two uses of your (0) to continue distributing fire to your enemies, and stops enemies from targeting you unless they're within 3", potentially keeping them from killing your Lampad on a critical turn while it's aura's and Burning gets to work. Sadly, we can only have 2 copies of this upgrade in a list, so if you have other Henchmen or Enforcers who want it you might not be able to spare a copy for your Lampad(s).


 * Decaying Aura -** Decaying Aura could help to ensure your Burning is enough to secure the kill by preventing healing in a short radius around your Lampad. It's a very expensive upgrade though, and typically wants to be on a tougher model. A Lampad with Decaying aura will have an even bigger target on it than normal!


 * Unnerving Aura** - Extra damage is always welcome, but this upgrade could risk killing enemy models before they die to Burning. Save this upgrade for tarpits like Jaakuna.

=__Tactics and Tips__=


 * Burning in Ressers?**

You might be asking, "//In a faction not normally known for Burning no less, what can I do with it? It must be used for something more than just raw damage, right?//" Correct! Your reward for putting Burning on models is not only damage, but is in fact linked to the Lampad's greatest and most unique asset: a Lampad's last ability:

Whenever an enemy non-Peon model within 10" dies to the Burning Condition, you may discard a card to //__summon a Lampad__// in base contact with them before they are removed. For the low cost of a card and killing an enemy you get an additional Lampad. While you'll need to work hard in this faction to make it happen, if you are able to succeed even once with this ability you're getting a big swing in value.

Your opponent will be livid if this ability ever happens, and will do everything in their power to stop you spawning more of them. A more astute opponent will recognise the threat and take it seriously even without ever seeing it actually occur. Either way, use this to your advantage! Bait them into dealing with Burning and committing their models' AP and positioning awkwardly while you score your VPs.


 * Seamus' Imported Burning Circus**

With Seamus' Wave 5 AKA Sebastian Baker upgrade allowing you to hire Showgirl models regardless of faction, you can bring in some Burning-themed models to help spread the for your Lampads. Carlos Vasquez is entirely devoted to the Burning Condition, while Cassandra is able to copy spells, such as your Lampad's ranged Burning attack from nearby friends. You could even hire a Friekorps Specialist if you wanted to double down on your access to Burning.


 * Reva**

One of Reva's Wave 5 upgrades can apply Burning to any model near a Corpse Marker anywhere on the board. If you set this up well in, you could threaten multiple models with Burning before sending a Lampad in during your last activation to capitalise on the abundance Burning.

=__Playing Against [Enforcer]__=

If a model of yours is Burning and low on wounds with a Lampad hovering nearby, you should try to find the cheapest way to stop a second 'free' Lampad from summoning.

You can position models to block the Line of Sight between the Lampad and the Burning model, force the opponent to discard all their cards, use Condition removal (you're playing against Ressers, so you brought Condition removal, right?) to get rid of the Burning entirely, or outright kill the Lampad if possible.

Don't forget that you can also pat down the affected model if you can spare enough AP - every model in the game can spend 1AP to remove 1 stack of Burning from itself or a nearby friendly model.

If none of these options are feasible, it could be worth killing your own model to prevent it dying to burning.

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