M2E+Canine+Remains


 * Canine Remains, Resurrectionst Minion**

=__Overview__= toc Since you can't get good at anything without practice, these are the first Undead critters our favorite forensic doctor, Douglas McMourning, started creating. They are cheap and quick objective grabbers that can go on the offensive if really need it. They also have some support tricks aside from just objective grabbing, one of which is **Found a Bone**, which lets them place a corpse marker in base contact at the cost of 2 AP and an 8+ of Crows.



=__Mobility__=

Their mobility is basically a high Wk of 6 and an average Cg of 6. This is pretty good already, but they also have the **Scent of Death** ability which lets them charge models with the **Poison** condition for 1 AP. This means that they have a blazing 13" charge threat against a model with **Poison**.

=__Offense__=

They have a single attack action in their **Teeth and Claws** action. This is a Ml 4 melee attack action that targets Df, has a **Melee Range** of 1" and a damage track of 1/3/4. The Ml stat is pathetic, but it's actually misleading since thanks to their **Hunting Dogs** ability (Enemy models within 1" of a Canine Remains receive -1 Df), it's actually the equivalent of Ml 5 and with each dog you add into the equation, more does your target's Df go down. They also have 2 triggers, first is **Infect**, which gives **Poison +1** for each crow in the end duel and thanks to their native Crow, means always at least **Poison +1**, making their damage spread closer to a mighty 2/4/5, at least if you only hit once. Their other trigger is **Rabies** which requires another Crow and gives the **Rabies** condition (the model gains the **Beast** characteristic and -1 Wp) for the rest of the game.

=__Resilience__=

They are not the hardiest of models, but should be able to take a couple of punches before going down. This is thanks to their surprisingly nice stats of Df 5 and Wp 5 as well as the **Hard to Wound +1** rule (additional - to all damage flips against it). They only have 4 Wd though, so two hits from anything with weak damage 2 and they are down for the count.

=__Tactics and Tips__=

Canine Remains are mostly used as objective grabbers. They have the magic stat of Wk 6 which lets them Walk and **Interact** for Protect Territory turn 1. Outside of that, they are crutch fighters, specially when going after models with **Poison**, and if you manage to put them in the right place and be careful, their Df debuff can stack up and become a big problem for your opponent. They will drop to anything that puts a decent amount of attention to them, though they can last a surprising amount of time once hands are depleted.

With McMourning or Sebastian on the table, they are also good ways to start pilling on **Poison** on enemy models, either to get good use out of **Catalyst,** Sebastian's **Induction**, or to just start preparing up a model for **Expunge**.

Finally, their **Found a Bone** action can make them worth considering with Nicodem as corpse factories. This use is very debatable since it does require a mid Crow and Nico really likes his Crows, but is a good way to get more corpses on the table if you are lacking or feeling lucky and have nothing better to do with a Canine Remains.

=__Playing Against Canine Remains__=

Basically, if they are being used as chaff to add numbers to the enemy crew, deal with them as they come close, don't let too many of them accumulate or the **Hunting Dogs** debuff will make your life hell. Outside of that, they are pretty low priority. If they are being used as objective grabbers, they become a high priority target, since an ignored Canine Remains can complete Protect Territory/Breakthrough by itself if nothing goes over to deal with it.

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