M2E+Crooked+Man


 * Crooked Man, Resurrectionist Minion**

=__Overview__= toc A defensive model that excels are guarding and placing scheme markers.

=__Mobility__= The Crooked Man has a very average Wk of 4 and no particular movement tricks of his own.

=__Offense__=

**Mining Tools**
A 2" range attack with a decent damage spread but a low **Ml** skill, which makes it hard to hit skilled opponents. It has one trigger, //Suffocate//, that causes the target to become **Paralyzed** for the measly price of a Crow.

**Spread Decay**
This attack is usually a much better use of your AP. It is a ranged attack that causes blast damage on moderate and a double blast on severe damage, and only requires a 6 of any suit to successfully cast. With a decent range of 10" this is a great attack for a 5 Soulstone model. The low damage is offset by the built in //Epidemic// trigger that causes a **Poison** effect for each Crow in your attack flip to anyone damaged by the attack.

**Shafted**
This tactical attack is what you typically take a Crooked Man for. As a (0) action, you can make any of your crew's scheme markers dangerous to be in base contact with. If your enemies end a move or a push into contact with it, they will take a 2/3/7 damage flip that may not be cheated. This affects any scheme marker within 6" of your Crooked Man! Doing this every turn will ensure that getting rid of your scheme markers quickly becomes dangerous. But, bear in mind that you will need at least a 9 in hand to make sure it goes off.

=__Resilience__=

A Crooked Man lacks the Hard to Wound that is common in Resurrectionist models, but it still has a good amount of wounds (7). He is extremely resistant to shooting attacks with 2 abilities that when stacked mean that most enemies will have to close to Melee to get rid of them, and if you are standing around your scheme markers they are sure to be in base contact with one :)

**Crooked**
When being targeted by projectile attacks their Defense of 4 increases to 6, which makes average shooting models have a hard time landing hits. if you can manage some soft cover as well (like Nicodem's Reapers Grin Fog ability) they will be cheating or having to use action points to focus to consistently hit. This ability works against any attacks with the gun icon so it can help against projectile spells, which ignore **Bullet Proof**.

**Bulletproof +2**
When the hits get through, as they eventually do, the high level of Bulletproof means that you will rarely be taking more than 1-2 damage from anything that isn't a specialized ranged attacker (Perdita, Nino, most of the Ortegas, really). This makes the best option for dealing with them to close to melee (good) or attack with Ca attacks (bad).

=__Tactics and Tips__=

A Crooked Man works well in crews that include models that can **Lure** or **Obey**, so that models can be forced into base contact with shafted scheme markers. With their cheap cost they can also make an effective screen when playing against shooting crews as long as your crew can't be seen over them. With the Crooked Man's solid **Wp** of 6, it's a bit harder to lure them out of the way.

=__Playing Against Crooked Men__=

If you are up against Crooked Men, don't waste **Sh** attacks on them unless you have no other viable targets, as you are losing 2 damage on most shots. They are fairly easily removed with **Ml** attacks but can protect themselves with scheme markers and the **Shafted** action. The ideal method is to simply target them with Ca attacks, preferably ones which hit Df and aren't projectile attacks.

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