Carrion+Emissary


 * Carrion Emissary, Resurrectionist Enforcer**

=__Overview__= The Carrion Emissary is a well rounded Rare 1 Enforcer that brings a little bit of everything to the table.

Our Emissary buffs nearby models, is capable in combat, has several powerful utility spells and can summon additional models. Like all Emissaries, it has access to a number of free **Conflux** upgrades which vary based on Master you're playing, and gains the **Destined Condition** as long as you score VP, making it stronger and more flexible the longer the game goes on. toc

=__Mobility__= Not bad, not bad at all. WK and CH 6, plus Flight. Our Emissary also helps friendly models within 6" that begin their activation in range add +1 Wk for the duration of their activation.

=__Offense__= Our only native Attack Action, **(1) Rot And Rend,** is a **Ca** Attack with Rg: 6 or 1" Claw (for engagement and charge purposes) with a decent damage track, a blast on Moderate and two blasts on Severe.

Although it has no suits built-in, it offers 3 triggers:
 * Infect** on Crows adds the **Poison** **+1** Condition on the target after succeeding for each Crow in the duel total. Without it being built-in, this is likely to only ever be +1.
 * Final Word** on Tomes means that after damaging, the target must discard a card, or else we can place a Scheme Marker in base contact with it.
 * Word of the Emissary** on a Mask allows us, after damaging, to take this action again for free without Triggers. This does not have to be against the same target, so overkilling something with this trigger isn't a mistake - as long as something else is within 6" that is.

The Emissary has access to additional Attack Actions from its various **Conflux** upgrades.

=__Resilience__= 9 wounds and Hard to Kill will keep our Emissary alive for a bit. It also sports a 6 on DF and WP.


 * (0) Shards of Kythera** can be used defensively to block Line of Sight to our Emissary or other models. See Tactics and Tips for more.

As long as you've scored VP from the strategy, it can heal at the end of its activation from the **Destined** Condition. This heal works especially nicely with Hard to Kill.

In spite of good stats, Hard to Kill and the ability to heal, our Emissary will die easily if your opponent focuses on killing it. Without Armor or Hard to Wound, those 9 wounds can go away really quickly. Careful positioning of your Emissary and its Shards are the key to keeping it alive.

=__Upgrades__= The Carrion Emissary is able to take one upgrade since it is an Enforcer. In addition to all the regular Ressurectionist upgrades, it also has access to 1 generic and 8 master-specific **Conflux** upgrades. **Conflux** upgrades are all costed at 0ss.

//Generic// - **Carrion Conflux** - Every Emissary of Fate has an equivalent of this upgrade. Friendly minions within 4" gain a plus flip to Attack duels, and the Carrion Emissary gains the Tactical Action **(0) On the Tides of Fate,** which discards a soulstone to cycle 2 cards. Our Emissary is already saturated with fantastic (0) Actions, so the real draw to this Conflux is the plus flip for our already-good minion Attacks, such as **Lure**, **Take Your Meds**, **Whispers from Beyond**, just to name a few.

//Nicodem// - **Conflux of Death** - Friendly Mindless Zombies gain +1 **Ml** for each friendly Undead model near them, to a maximum of +3 Ml. The Emissary receives yet another Tactical Action, this time a **(0)** which trades a card from your hand to buff a nearby Undead model with plus flips to **Ml** Actions. Again, it's tough to justify using this **(0)** when you have such powerful **(0)** actions already, but the passive buff can be huge. Mindless Zombies swinging at up to **Ml** 6 with Gnashing Bite are a force to be reckoned with, especially if they're near Nicodem himself for the buffs he provides. Bring along Asura Roten for good measure and you'll have quite a party; your Mindless Zombies can copy her attacks which start at **Ml** 6 and add up to +3 **Ml** to that. It's icing on the cake that the Emissary itself also has a fantastic way to generate an extra Mindless Zombie every turn too!

//Seamus// - **Conflux of Infamy** - The Emissary heals 1 damage every time an enemy within Aura 4 fails a **WP** duel, and gains an Ca 6 Attack Action on a **(0)** which can target models with HT 2 or lower, pushing them up to 6" and damaging them if they collide with impassable terrain or other models. If other models are hit, they must pass a 12 **Df** duel or also suffer damage and be pushed away from the targeted model 3". More positioning control is always welcome for Seamus. The passive part of this upgrade transforms the Emissary into a mini-Seamus because it heals damage whenever nearby opponents fail **WP** duels. If you stack the crew with lots of **WP-**based attacks you can heal a tidy sum, and combined with its innate Hard to Kill, your Emissary will be frustratingly tough to remove. Be aware that this is a Aura-based affect; unlike Seamus' bubble which doesn't care about LoS, this one does.

//McMourning// - **Conflux of Forbidden Knowledge** - Your Emissary gains plus flips to Attack flips against models which have the **Poison** Condition, and an Attack Action, **(0) Toxic Fog**, which features a ton of blast potential at 10" with a bizarre damage track of 1/1bb/1bbb, giving **Poison +1** to all models damaged by the Attack. For those times you're considering which way to spread the poison for the good doctor to get to work, well look no further! It turns out poisoning an entire crew with 1 Attack Action is actually pretty damn efficient and placing 3 blast markers down is endlessly fun! Since it's a **(0)** and happen to be rather long ranged, you could use an AP to Focus and ensure you land those blasts. Combined with the Induction and Catalyst auras featured on McMourning and Sebastian, you'll be stacking **Poison** and turning multiple models into Canine Remains in no time.

//Molly// - **Conflux of Horror** - Your Emissary transforms Undead models with 10" of it into Horrors, and has a **(0)** Tactical Action that can hand out Fast to a friendly non-Leader Horror within 6" on a 4+ of Tomes. This **Conflux** is one you need to design a crew around. On its own it does nothing for Molly, but the more Undead non-Horror models you want to hire, the more valuable this becomes. Toshiro is a great support Henchman that would love to become a Horror in Molly's ranks, while our obnoxious dead gremlin would become even more painful to deal with if it had **Black Blood**. Sadly this upgrade doesn't give the Emissary itself the Horror characteristic so it can't benefit from Molly's own **(0)** and it will get hurt by any **Black Blood** spraying around it. It also does nothing to help Molly if she goes Forgotten Path (the spirit version of Molly). The **(0)** would be more interesting if the Tomes were built-in, as it stands it won't come up very often.

Kirai - **Conflux of Spirit** - This **Conflux** may or may not be why Molly's one doesn't operate with Spirits. Kirai's Emissary will gain the Spirit Characteristic and prolong the life of nearby friendly spirits with the **Eternal Spirit** ability - they treat damage from **Ca** actions as if it was damage from **Ml** actions instead, so their **Incorporeal** bodies can handle more damage before keeling over. The Emissary is also given a **(0)** Tactical Action that pushes a nearby Spirit a short distance for a 6 of any suit. This **Conflux** gives all of Kirai's Spirits much more staying power against spellcasters which would otherwise shred them in short order. The Emissary turning into a Spirit means that he can benefit from Kirai's Spirit-specific pushes, places, heals and of course the **Adversary** Condition, which when you put it on enemies will let him hit more accurately and fetch the suits he wants more frequently.

//Tara// - **Conflux of Nothingness** - An Emissary with Tara's unique **Conflux** will be bringing some bury-mechanics support to the table. **Screaming From the Void** automatically hands out **Fast** to any friendly model that unburies near the Emissary, which is pure gold for something like the Scion which will frequently be buried and unburied as the game progresses. It's also very useful for any 'beast-bomb' tactics you employ since the huge monster Tara just delivered to the opponent now gets an additional AP for free. Like the other **Confluxes**, it also provides an extra **(0)**, this time in the form of a 9" **Ca** Attack Action which has the potential to bury a target non-Master model outright. It unburies in base contact with the Emissary at the start of the next turn, or immediately if the Emissary leaves play. This Action lacks the suit it needs to pass its TN innately, but if you flip or cheat one in you can abduct just about anything for a turn - even your own models.

//Yan Lo// - **Ancestral Conflux** - Yan Lo's Emissary gains 3 abilities and the Ancestor Characteristic from this **Conflux**. The Emissary's Attack Actions are capped to **Ca** 7 regardless of how much additional **Chi** you acquire, though your other Tactical Actions can benefit from up to the full +3 from your **Chi**. It increases Yan Lo's **Ml** accuracy by +1 as long as its in play, which is useful if you're trying to butcher things with his **Brutal Krakkhara**, especially when combined with his **(2) Hunpo Assault** from **Bone Ascendant**. Also, anytime a friendly model attaches an upgrade within 6", the Emissary gains **Fast**. Yan Lo himself is the most likely to be attaching upgrades, but if you hire any Shieldbearers they also attach upgrades when they 'die' the first time. If this wasn't enough, the Ancestor Characteristic persists even if it is killed or sacrificed, making it a valid target for Yan Lo's **Rebuild Corpus** spell. This upgrade even gets re-attached to the Emissary once it's been successfully summoned back! It even comes back with full AP! Since the model is within its own aura when it attaches the upgrade again, it gains **Fast**, cancelling the **Slow** that summons normally get.

Reva - coming soon


 * The Other Notable Upgrade**


 * My Little Helper -** Given how potent the Emissary's **(0) Shards of Kythera** and **(0) The March of the Dead)** Tactical Actions can be, My Little Helper is also a very viable option. It enables a once per game buff on the Emissary that lets him use two **(0)** Actions, even the same one twice, as well as drawing you and card and giving your Emissary protection from enemy Actions outside of 3", which drastically improves his resilience on a crucial turn. This is a particularly popular pick for Reva, as not only has she not had a personal Conflux until very recently, but she gains a huge amount value from the control that the Emissary's **(0)**'s provide her.

=__Tactics and Tips__= The most useful utility spell our Emissary provides for us is **(0) Shards of Kythera.** It requires a 7 to succeed, and places two 50mm Shard Markers touching each other within 6", much like Rasputina's Ice Pillars. They can't be placed touching models or Markers, but touching terrain is legal. At the end of the turn, the Shards are removed and you may choose to summon a Mindless Zombie in base contact with them for free. This spell has several applications and is one of the main reasons our Emissary is so popular; you can use it to block Line of Sight to save your crew from shooting attacks and charges, impede the enemy crew by blocking narrow doorways, break up enemy Aura-based synergies, to free the Emissary or another model from being engaged with an enemy (if there's enough space between them) or even just to get a free Mindless Zombie. Getting the most out of this spell is how the Emissary earns his Soulstone cost back.

Carrion Emissary gains the **Destined +1 Condition** whenever you score VP from the strategy. This heals the Emissary for 1 wound per stack at the end of its activation, but it can also be stockpiled to enable another of the Emissary's powerful (0) Actions, **The March of the Dead.** This spell can only be cast if you have **Destined +2 Condition**, so you need to have scored twice for the strategy, so the earliest it can be cast is Turn 4. When cast it, you can summon any Undead Ressurectionist model with a Soulstone cost of 6 or under in base contact with the Emissary. You can't summon Peons or Masters, but all other stations are legal so, and there are over a dozen unique models you can pick. Popular options for manipulating the board include Rotten Belles, Dead Doxies or Jaakuna Ubume, while if you want a tougher model, you might pick an Ashigaru, Flesh Construct, or a Bone Pile.

The Emissary has **(1) Claims of the Dead**, which places a Scheme Marker within 2" of a Corpse Marker that is within 6" of your Emissary, then discards the Corpse Marker. Remember that you can use it to turn Mindless Zombies into Scheme Markers, too, so any old Zombie you have nearby could suddenly become a Scheme Marker to secure a VP.

The role your Emissary plays changes slightly based on your upgrade choice, but most of the time its role is to control the board with **(0) Shards of Kythera**, buff the efficiency of nearby models and add some supplementary damage.

=__Playing Against [Enforcer]__=

A Carrion Emissary's Tactical Actions can sway the game in the Resser player's favour, but it dies under concentrated fire rather easily. Although **Df** and **Wp** 6 are good, only 9 wounds keep this big buzzard from the grave, and most beaters with can make short work of it in a few swings, but keep in mind that it has Hard to Kill and can heal itself from **Destined.**

Be careful around Corpse Markers and Mindless Zombies as they can spontaneously turn into Scheme Markers!

Attack the opponents control hand. Once their hand is depleted, it is far less capable as it needs suits and high cards to get the most out of its Actions. You'll also find the Emissary much easier to hit when their control hand is non-existent.

Models that apply the **Poison** or **Burning** Conditions, or models that ignore Hard to Kill such as Joss, are your best options for dispatching the Emissary in a timely fashion.

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