M2E+Dead+Rider


 * Dead Rider, Resurrectionist** **Enforcer**

=__Overview__= The Dead Rider, mounted enforcer of the Resurrectionists, presents a highly mobile threat on the board.

Like all riders, the Dead Rider has a suit building mechanic that doesn't really hit it's stride until turn 3, but before that the Rider can make a large difference on the board with some careful planning.toc

=__Mobility__= Standard issue Rider mobility of Walk 6 and Charge 10 is really good to begin with; but Dead Rider gets even better through the use of his //Reap// trigger. Any successful melee attack lets the Rider push up to 2 inches per Crow, to a maximum of 6, then drag his target back into base. Since the Rider has more and more Crows in his duels thanks to Chasing Pain, it's not uncommon to watch the Dead Rider charge a likely target, then drag it 12 inches away from it's fellows into the waiting arms of the rest of the crew. Add in his (0)Action **Revel in Pain** to make another attack and the Dead Rider and his hapless passenger can go 18" in a single activation.

=__Offense__= The Dead Rider really only has one attack, but it's quite the attack.

(1) **Scythe** (Ml 6 / Rst DF/ (melee) 3) His one real attack is pretty solid with 3/4/5 damage. Not a lot survives the focused efforts of the Rider's Scythe. It's the triggers that are important though.

(Crow) **Reap** This trigger is how the Dead rider stays so mobile. The rider can push 2" for every crow in the final dual total up to 6", and then the target is pushed back into base. This lets the Rider pick a target in the enemy crew and drag them off for some quality alone time.

(Crow) ** Soulfire ** Not as commonly used as Reap, not because it's bad by any stretch, but Reap is just that good. If using this trigger, the Dead Rider forces a Horror duel that gets harder to pass as the game progresses. It's good with masters like Seamus who profit from failed Horror Checks.

=__Resilience__=
 * Grave Whispers** is how the dead rider stays safe, and it's a very large part of his defense. He reduces damage received in Df duels by the number of crows he gets in the duel. Since the Rider gets an ever increasing number of crows as the game goes on, he gets harder and harder to hurt.

Covering for WP, the Dead Rider has a good Wp defense of 6 and **Stubborn** to boot.

=__Upgrades__= The Dead Rider has no upgrades of his own, but he's a natural choice for **Decaying Aura**. This adds Soulstone users to the Dead Rider's list of possible victims.

=__Tactics and Tips__= The Dead Rider excels at picking off vulnerable models and dragging more durable models away from their friends. This can be done to pull models into the waiting arms of Punk Zombies, or do a slow ride past a group of Belles, triggering lots of pounce attacks.

Special mention should be made of his relationship with Seamus, who can make use of the many WP duels the Dead Rider causes if he swings his Scythe.

=__Playing Against Dead Rider__= Just like the other riders, the Dead Rider takes till turn 3 to really hit it's stride. Your best shot at dealing with it is to either finish it off early or use attacks that target WP to avoid that damage reduction from Defense based attacks.

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