Necropunk

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 * Necropunk, Resurrectionist Minion**

=__Overview__= Twisted little undead, Necropunks are used for their mobility and resilience.

=__Mobility__= The Necropunk is much more mobile than most Resurrectionist models. Though it only has a move of 4, it has the (0) Leap spell allowing it to move its charge distance of 7 for a zero action. In addition, it is an Arachnid, so it can get through terrain very easily.

=__Offense__= Though a damage of 1/2/3 is not very good, the Necropunk has Flurry, Cb 5//X//, and the Rot trigger. For their SS cost, this actually isn't bad damage. They have the Overpower ability, which causes models activating within the range of two or more of them to receive Slow. These style of offensive abilities make them better in small groups. Don't forget that with Slow to Die they can even sneak in one last attack upon death.

=__Resilience__= Necropunks are quite resilient for their cost. They are both Hard to Kill and Slow to Die, so one single damage hit cannot kill them. In addition, if their Overpower ability is active, the Slow model will not have as many attacks to fight them with.

=__Tips and Tricks__= Necropunks generally work out best for Strategies where a Master needs to get minions to multiple objectives quickly. Their leap ability for (0) means that you can move 7 inches and then still have two actions to interact with an objective, such as a dynamite counter. Its best to hold a the Mask you will need rather than depending on it to come up in the turn you need it, if you can afford to do so. Note that because leap is their only 0 action, you might as well try each turn and flip for it. Be careful however about getting your Necropunks spread out all over the place, as leap isn't going to go off on a flip all that often. The unpredictability of leap is the greatest frustration you will have with these models, making a lot of what looks good on paper about them not work out in actual practice. However even with a single model, the leap ability can be used very effectively in conjunction with Flurry, allowing them to hop in and gain three attacks.

=__Master-Specific Tips__= These work well with any Resurrectionist Master save Kirai, who really doesn't need an mobility or resilience help. They are probably best used with Nicodem, who has an especially hard time getting to objectives across the board, and who's long range abilities will still be able to include them (using their corpse counters when they die with Arise, or giving them a buff with Bolster Undead).

=Minion-Specific Tips= Aside from working well in groups with each other, some players like them for delivering Killjoy or Bette Noir. Because of their slow to die ability, they will be able to bring Killjoy into play as a Slow to Die action, which can critical as it means Killjoy won't be attacked before he activates if the Necropunk was killed with the last attack of the opponent's last activating model.

=__Playing Against Necropunks__= Watch out for these little guys swarming your model or leaping in with a Flurry attack; alone they wont do a whole lot of damage. However their biggest threat is going to be sniping objectives. Be aware that though leap is their biggest advantage, it's unpredictability is their biggest weakness, so watch for them getting spread out, making them easy to pick off one by one.

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