M2E+Dead+Outlaw


 * Dead Outlaw, Outcasts Minion**

=__Overview__= Bandit but Dead. Dead but Greedy. Where Bandidos run Schemes and take pot shots, and Wokou Raiders Strike deadly into combat, the Dead Outlaws bring a certain toughness to the bandit class. Sitting at a higher **Df** than the other bandit minions and coming with the Undead staple of **Hard to Wound** these guys can take a punch better than their peers, and they have consistent healing with **Too Greedy to Die**. They also bring some shooting to a Tormented Jack Daw crew. toc

=__Mobility__= With **Wk 5** and **Cg 6**, they're a bit on the slow side. Parker can give them a **Wk** outside of activation of course (from 18" out no less), and he can give them a head start with his upgrade **Coordinated Heist**. Both their **Ml** and **Sh** attacks have the **Reposition** trigger which gives them a bit of fine positioning in the heat of battle. Additionally, Jack Daw's suite of Tormented-moving abilities (**Driven by Injustice** most often) ensures that they'll be where you want them in either of their thematic crews.

=__Offense__= All the Actions on the card are Attack actions. So, a pretty offensive piece. As a note, all are Ap(1) so many option choices are available.

Decent **Ml 6** with masks built in for helpful triggers, a damage spread of 1/1/5, and a pretty short range, this is not a melee bruiser, but if the Dead Outlaw finds himself in a fist fight he is not helpless due to the triggers. //My Eyes!//: After succeeding the target gains **Slow**. Always helpful to hand out **Slow**, especially against a model that wants to engage you. But if you want to get some mobility, you should use... //Reposition//: Push up to 3" in any direction giving a combat-locked Dead Outlaw the chance to use...
 * Sand in the Eyes:**

Same ability to hit with the Pistols as the, um, pocket sand? Having a range of 10" and a damage spread of 2/3/4 means it will hit reliably and get some damage in, but it's not at scary levels. However, like **Sand in the Eyes**, the triggers are what makes these attacks worthwhile. //The Curse Spreads//: Uses the built in Mask gives this a faux **Critical Strike** that only applies to an opponent with an upgrade. Making the Pistol 3/4/5 against such models, a little more punch against enemy models that will generally require a little more punch. //Reposition:// Same as before, but at range it provides a few more options. Reposition out of line of sight. Reposition up the field. Two repositions are an inch more than a walk, so as long as you hit you can move up the field and shoot twice. //Drop it!//: A bandit staple. On a tome, after damaging place an enemy scheme marker within 3" of the target. Meaning if you can hit with a tome, the Dead Outlaw can heal itself with **Too Greedy to Die**. //Piercing//: On a Tome the attack ignores **Armor, Hard to Wound,** and **Hard to Kill**. To be honest, the only reason not to use this if you get the Tome is because; A) the enemy model in question has none of these; B) You absolutely //need// to reposition; C) You absolutely //need// to heal.
 * Cursed Collier Pistol:**


 * Curse of the Covetous:**
 * Ca** on par with the **Sand in the Eyes** and **Cursed Collier**, resisted by **Wp**, and a range of 6". It gives the **Curse of the Covetous** condition (shocking, yes). It limits the sufferer to Walk and Interact actions until that model drops a Scheme Marker or suffers 3 damage at the start of their activation. A great tactic is to use this on a melee monster, especially one already in combat. It means they will either take three damage or have to disengage (assuming no condition removal on the enemy team).

=__Resilience__=
 * Hard to Wound** along with **Too Greedy to Die** (see below) combine well with a good defense of 6 gives a decent amount of sturdiness out of a 6SS model, despite the fact that the Dead Outlaws do not bring **Bullet Proof** like the rest of the Bandits in the game (so far). However, it's a good trade. It makes the Dead Outlaw as good at taking a sword to the face as a bullet to the dome. Which is fitting, being dead and all.


 * Too Greedy to Die** is very interesting. When damaged (at all really) whenever an enemy scheme marker is placed within 6", the Dead Outlaw may discard the marker to heal 2. Considering that Parker Barrows, Bandidos, Wokou Raiders, not to mention the Dead Outlaw himself (Through **Curse of the** **Covetous** and the //Drop It!// trigger) can force the opponent to drop markers, there will be plenty of opportunities for **Too Greedy to Die** to get use. Even better is that it does not rely on the Dead Outlaws activation for use.

Oh, and just to reiterate, this is an Ability so no Ap to use, and it can be used //whenever// an enemy Scheme Marker is placed within 6"; not once a turn, not once an activation. Gosh, Greed is Grand.

=__Tactics and Tips__= I don't know how often this will come into play, but a last minute of the last round move by a Bandido or Parker to kill a Dead Outlaw for the Scheme Marker given by **Stolen Goods** is always an option. Of course, the Bandido's **Life of Crime** can make an enemy scheme marker friendly at the end of the game, so positioning will determine if this is useful or not.

If an enemy kills one, they'll drop a scheme marker which can be consumed by other nearby Dead Outlaws, so consider two or three roaming in a pack.


 * Too Greedy to Die** is also interesting in that is gives a small radius of Scheme denial. If the enemy wants to place a scheme marker within 6" and the Outlaw has damage on him, they will have to either heal the Outlaw fully, or kill him before they can.

Additionally, the Wokou Raiders can pick up and place scheme markers for their (0) action. Not only does this allow the Raider to push, it can allow the Outlaw to heal if it's an enemy marker.

Like many undead this guy can tar pit like a champ. But he goes about it a little more strangely. First off, with **Curse of the** **Covetous** these Outlaws don't even need to be the one in combat to tar pit. Second, they are pretty fine at range, so using them as a tarpit sacrifices this slightly. I would consider them a situational tar pit.

To really maximize this potential, take someone like Montresor or a similar melee tarpit. Montresor in particular has a nasty habit of pulling in people and then getting murdered immediately when he fails to paralyze them. **Curse of the Covetous** puts a stop that. To demonstrate:
 * 1) The Dead Outlaw tags a model with **Curse of the Covetous**.
 * 2) Montresor enters base contact with them, either by walking up or reeling them in, and activates **Comfort in Fear.**
 * 3) They take must beat a **Df** duel or take 2 damage at the beginning of their activation.
 * 4) Since they cannot interact in combat with Monty, they must either disengage from Monty's **Ml 6**, or take 3 damage to remove the curse.
 * 5) If they target him they either fail the horror duel and get Paralyzed or they take 2 damage due to **Comfort in Fear.**
 * 6) They're either paralyzed, wasting their turn disengaging from him and interacting, or have taken 5-7 damage before touching Monty.

Overall, a solid tactic, and works almost as well with any other melee tarpit.

Of note is that the curse will prevent a model suffering **Drowning Injustice** from doing anything but walk and interact, both of which are punished by **Drowning Injustice**. Additionally, as natural Tormented models they can shoot into combats containing the Guilty without any danger of hitting them.

=__Playing Against Dead Outlaws__= High minimum damage will put them down in a few hits. Especially because they do not have any straight damage reductors (such as **Armor** or **Bulletproof**) or **Hard to Kill**. They can heal pretty consistently but that will matter little if you can put them down in one to two activations.

One should note **Stolen Goods,** as it will place a scheme marker friendly to the model that killed the Dead Outlaw. So, hey, free scheme marker I guess.

The problem is deciding what to deal with in a Parker crew, especially when Bandits are involved. The Dead Outlaw can (potentially) move 15" out of activation just from Parker's **The Jobs not Done Yet**. This can turn the Dead Outlaw from central anchor to flanker/Scheme runner without the Dead Outlaw even activating, but that is just the nature of facing a Parker crew.

Against Jack Daw, **Curse of the Covetous** is one of a number of nasty debuffs you'll be facing. They are not as high a priority as say, Lady Ligeia, but the debuff is nasty and a small gang of them will make your life miserable. In any combat-oriented crew, they are a much higher priority target than in a scheme-oriented crew, but remember that they'll still eat your scheme markers if they're nearby and wounded. In that case, either ignore them or take them down, but don't give up on either plan halfway through.

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