M2E+Graveyard+Spirit


 * Graveyard Spirit, Resurrectionist Totem**

=__Overview__= toc The Graveyard Spirit is the generic Resurrectionist totem. His reason to live is to make your stuff harder to kill, demanding attention and as such, forcing the enemy crew to blow AP to kill him and remove his defensive buffs. If you make it taxing enough to reach him, it can be a huge boon to the survivability of some of your models and be a big annoyance for your opponent.

=__Mobility__=

The Graveyard Spirit has the bog standard mobility of Wk 4 and Cg 6. That isn't the only trick he gets though. First of, he is **Incorporeal**, so he can ignore terrain and models when moving or pushing, so he is more mobile than one would initially believe. Secondly and more importantly, his (1) AP action, **Calling the Grave**, lets him target a model within 8" and push into base contact with it. The typical use of this action is to push towards the model you want to protect, though it can also target an enemy model if by some unholy reason you need to engage it. Do remember he is a **Peon** and **Insignificant**, so his mobility can't be taken advantage of to get missions done.

=__Offense__=

This is a mostly a sad spectacle with **Chill Touch** being his only attack action and it being a Ml 3, Melee Range 1" Melee Attack Action that targets Df and has a damage spread of 1/2/5. Although its severe damage is certainly high and can be a huge boon when you are lucky enough to get it, that low Ml stat of 3 pretty much kills his ability to fight with any reliability. Basically, don't send it to punch people unless you are desperate to finish something off, he is better off staying alive and, by extension, making your models harder to kill.

He also has an interesting (0) action in **One Foot in the Grave**. This lets him discard a card and force the enemy crew to discard one, too. It's a pretty direct effect, but can be crippling in the late part of the turn when hands are small, and getting rid of a low card to force your opponent to discard a medium one is already worth it.

=__Resilience__=

This is why you hire the Graveyard Spirit, though not so much his resilience as much as what he does for the resilience of other models. Right off the bat, he is Df 3, Wp 5, has 4 Wd and is **Incorporeal**. His Df is very low, but he makes up for it with **Incorporeal**, though watch out for Ca actions that target Df, they will take him down at the speed of light.

The crown jewel though is his **Strength From Below** ability. It gives the **Armor** +2 condition to all friendly models as long as they are in base to base with him. **Armor +2** is a huge bump in survivability for any model, especially **Incorporeal** ones, and he can give it out to any number of models as long as he is in base to base. Be very wary of pulses and blasts though, since to get good use of the Graveyard Spirit, some bunching up is required.

=__Tactics and Tips__=

The best thing you can do is to have him push around into what you want to protect and then to make sure to try and hide hide while protecting two or more other models: If the enemy can't see it, they can't attack it. Be careful with **Lure** or similar effects since they can take your models out of position and remove the **Armor**. Also, try to take advantage of **One Foot in the Grave** to cause the most damage possible, this can be especially crippling if you have Flesh Constructs or Guild Autopsies in your crew, thanks to their **Ceaseless Advance**.

=__Playing Against Graveyard Spirit__=

If you have an easy time ignoring **Armor**, plain ignore him. If you don't have that privilege, than you should probably focus on removing him (preferably with Ca actions) or at the very least separating him from what he's protecting. This means to either kill it before focusing your efforts on the model you wish to attack or to use movement tricks to break the connection and remove his buff. The best options tends to be the movement tricks simply because they consume less AP. You can pass on removing him, though, if you are mostly based on using weak damage 1 attacks, but the moment you are reaching weak damage 3, you should really take the time to remove it since it greatly reduces your damage and at that damage level, two hits should kill it. Also, anything with blasts and pulses will still have a good time against it even if it doesn't ignore **Incorporeal** thanks to the Graveyard Spirit requiring some bunching to do its job, and it's still a Df 3 model which should be easy to get a straight flip on with some effort.

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