M2E+The+Drowned

// "They groaned, they stirred, they all uprose, // // Nor spake, nor moved their eyes; // // It had been strange, even in a dream, // // To have seen those dead men rise." - the Rime of the Ancient Mariner, Samuel Taylor Coleridge //
 * The Drowned, Resurrectionist Minion**



=__Overview__= The Drowned are solid minions for holding key positions and working in melee combat, with special synergy for pushing enemies into hazardous terrain.

As an Undead Tormented Spirit Horror, the Drowned have particular synergy with some Masters, including Kirai, Molly, and Jack Daw.toc

=__Mobility__= The Drowned are Wk 4 Cg 6 without any special movement tricks for themselves. They're about average speed for a Ressurectionist model, slow for most models.

In a Jack Daw Crew, The Drowned can benefit from the Crew's many Tormented synergies for added speed.

=__Offense__= The Drowned have a lot of excellent offensive potential.

Melee

 * Anchor** is a very solid attack, with Ml 5, Rg 2, damage 2/3/5. It has two triggers, both of which require crows: the first gives the target **Slow.** The second gives a target **Paralyzed** if they were already **Slow**. Since The Drowned are likely to be heading into melee often, this attack is likely to be the most common attack used. Both triggers are very strong for disabling enemy melee models.

Ranged
Though The Drowned are mostly melee models, they also have a very decent ranged attack, **Drag Under.** It has Ca 5 crows, Rg 8 with a gun icon, and exactly 2 damage. The attack has two built-in triggers: //Undertow//, which pushes the target 4" toward hazardous terrain, and //Drag Them With Me//, which forces models within 2" of the target to make an easy Df check or take 2 damage. The latter trigger is most useful for draining enemy cards if they get too bunched up.

Hazardous Terrain
The Drowned have two abilities that make enemies suffer more from hazardous terrain. The //Undertow// trigger for **Drag Under** pushes enemy models up to 4" toward hazardous terrain. This extra damage can be devastating. Even better, **(0) Riptide** creates a 4" aura in which enemy models take an extra damage from hazardous terrain.

Because of these two excellent abilities, The Drowned are especially good when paired with Jaakuna Ubume or Ama No Zako, both of whom create hazardous terrain nearby themselves.

=__Resilience__= The Drowned are extremely resilient. They have a very solid Df 6, Wp 6, with **Resilient +2** which acts similarly to **Armor**, but only for Melee Attacks. They do not die easily, and killing them is expensive and risky.

The Drowned also have Finish the Job, which allows them to leave behind a scheme marker when they die.

=__Tactics and Tips__= The Drowned work best when they're holding a chokepoint against close-melee opponents. They do well for **Turf War** and similar scenarios.

Often, the Drowned are used for their hazardous terrain synergy. Don't forgot about the options this can provide.

The Drowned are a lot more vulnerable to ranged attacks.

=__Playing Against The Drowned__= Shoot with long-range attacks if you can, since it will deny some of their best resilience abilities.

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