Punk+Zombie

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 * Punk Zombie, Resurrectionist Minion**

=__Overview__= The Punk Zombies are resurrected Nipponese bodies, as they are commonly buried with their swords and have a lingering knowledge with there use. On the table top they are most Resurrectionist crews' main damage source.

=__Mobility__= With an average Undead movement, and a charge of 7" the Punk Zombies have an 8" threat range on the Charge. While they're not particularly fast, they're not slow either, and are capable of getting into combat quickly when needed.

=__Offense__= Ah, combat. That's where these guys belong. High, Paired CB with the "Rot" trigger and a good damage curve make these guys extremely dangerous. With Flurry you can really assault a model you start in melee range with and if you get swamped, you can "Slice and Dice" Vs. Df for a healthy 3 Wds in a 2" pulse, so long as you have the 8 of Masks required to cast it.

=__Resilience__= An above average Df and "Hard to Wound 1", but only 6 Wds means any return fire will kill them quite quickly, although "Slow to Die" at least means you get a parting shot at the guy who took you down. Punk Zombies may look tough, but they are only tough enough to get themselves to combat. Not to keep them around for long when they get there.

=__Tips and Tricks__= "(1) Self Mutilate" is a very situational ability. Now a lot of debate has come around this ability. First you pay your wounds, pick your target and check range, flip to cast the spell (cheat if needed), and your opponent then trys to resist as normal. You can not kill your self with this spell and its straight wounds so you ignore Armor, but not the Object characteristic which reduces wounds. Its good, but only use against a low def model as you pay wounds before they resist.

Pairing these guys up with Rotten Bells makes for an interesting idea. Belles are tougher than the punk and cheaper, same speed and bring "Lure" shenanigans helping you bring your victims to the Punk Zombies. The idea of a working girl and body guard, except the Belle is keeping the Punk safe.

=__Master-Specific Tips__= In a [|Nicodem] list, I would only start with one (if any) as you can "upgrade" the dead to make more of them. Works to be cheaper and you don't need to protect them as you can summon them into combat. Also, Decay is a great spell as it keeps these guys swinging, and weakens opponents. Ready for a Slice and Dice to finish. If you want to, you can spend the Soulstone and use the Vultures for the surprise factor to summon them in to combat, but you may want to summon something nastier if your spending Soulstones.

The main asset that the Punk Zombies bring to Nicodem is that they work so nicely with his "Bolster Undead" action. Suddenly your Punk Zombies have a very high defence, and an almost unheard of Paired attack at 9 Cb. Very few models will want to go toe-to-toe with a Punk Zombie at this point, especially if there are several of them.

For McMourning and Seamus, use them as the beat sticks they are, but once they are gone, they're gone. With Kirai you have a few options. You can only have one, but you won't need more than one. What he gives is a more straight forward melee fighter. Using the Lost Love, you have a spirit that can be moved about and just be a pain to pin down, easily heal and sort out some weak points from the list.

=__Minion-Specific Tips__= (As with Master-Specific Tips, going into any specific Synergies with other Minions.)

=__Playing Against Punk Zombies__= Well, a few ways of dealing with these guys. Once gone, they wont be coming back in hurry, Either no one can raise them or by then Nicodem will want to move on to scarier things. So when the parts fall, keep them away. They work well as a glass hammer, enough defence and wounds to get there, get a good hit in so when they die they have company, and get stiched together to make a flesh construct.
 * 1) Shoot them, then shoot them again. The main Ress'er weakness is from ranged combat.
 * 2) Shoot magic at them, kinda the same as above but includes fire!
 * 3) When they do hit combat they will go down with some effort. So make sure to weaken them a fair bit at least.

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