M2E+Necropunk

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 * Necropunk, Resser Minion**

=__Overview__= Necropunks are twisted little Undead made from whatever scraps are leftover after the serious necromancy is completed.

They are incredibly mobile and surprisingly scrappy Minions, with several useful objective-running tricks. Most of those tricks revolve around using **Leap** in a variety of clever ways.

=__Mobility__= The Necropunk has a low Wk 4, but it has the (0) Leap action with the Mask built-in, so all it needs is a 7. This moves the Necropunk 6" further. With this, the Necropunk can move 14" up, or move 10" and perform a **(1) Interact**, or move 6" and perform a **(2) Interact**.

=__Offense__= The Necropunk has only one attack: **Filthy Claws**, with a low Ml 4 and an unimpressive 1/2/3 damage. This won't hit very often except against vulnerable targets. However, the Necropunk also has **(2) Flurry**, so it can get three attacks. The Flurry is especially handy when combined with **Leap:** jump into combat with a (0) action, then Flurry to get three attacks. It's not much, but the Necropunk can sometimes catch and kill a weak enemy Peon or objective-grabber with this, especially if the opponent isn't expecting it.

=__Resilience__= The Necropunk is surprisingly resilient if you take care of it. It has a Df 5, which isn't too much, on only 4 Wd, but it also has **Hard to Wound +1** and **Hard to Kill**, so it often it can take two hits and still have 1 Wd left. The Necropunk also has **Reattach**, which gives a free heal at the start of its activation. This heal also gives **Easy to Wound +1,** though, so if you use heal with this, be sure to sneak off to safety during your turn.

The best way to get to safety, of course, is to **Leap**. You may have noticed a theme by now.

=__Tips and Tricks__= The Necropunk is an astoundingly good objective-runner for the price. It really shines when dealing with terrain, when leaping in to **Distract** or **Deliver a Message,** or when jumping around dropping objectives and moving on. It's got some survivability, but won't survive a sustained assault. Fortunately, it's very mobile, so it can be used to get where it needs to go.

The important thing to remember about Necropunk is that it's a **Leap**-machine. Keep a 7 of any suit in hand for the Necropunk's turn. Hopefully you won't need it, because you'll flip it over half the time, but it's much better to have it and not need it than to need it and not have it.

Don't use the Necropunk to fight unless you've already accomplished your objectives. If you're hiring a Necropunk, hopefully it's because you have something specific you want to do with it. Do that thing with it. If you do get the Necropunk into a fight, use **Flurry**, and **Leap** to safety when you can.

If the Necropunk is wounded, it's usually worth using **Reattach** unless it's only down 1 Wd and you don't want to sneak off to safety. If you heal it, hide it for the turn.

=__Master-Specific Tips__= As an Undead Construct, the Necropunks can be fired by Leveticus as well as the Ressurectionist Masters. It serves a similar role as the Crooligan, and both are very good. Sometimes one will be better than the other, but it's mostly a matter of personal taste.

=__Minion-Specific Tips__= Watch out for Taelor. Her Relic Hammer can ignore Hard to Kill with a Trigger, and gets two positive twists against Constructs like the Necropunk.

=__Playing Against Necropunk__= The Necropunk is feisty and fast, and good at healing itself up. If you try to kill it, remember that it's **Hard to Kill** with a self-heal, which can be a frustrating combination.

It's probably there to accomplish a Scheme. Be aware of what schemes are on the table - the Necropunk may be there to Deliver a Message, or Distract. It may also be there to Frame For Murder, though, so be careful.

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