M2E+Rogue+Necromancy


 * Rogue Necromancy, Resurrectionist Enforcer**

=__Overview__= The Rogue Necromancy is a big nasty patchwork abomination full of poison and dangerousness. It has several off-turn actions, a massive melee attack, decent resilience, and a solid ranged attack as well.

The Rogue Necromancy is most often found in a Resurrectionist Crew, often including Molly or McMourning as it has the most synergy with them. As a Beast, the Rogue Necromancy can also be found working for Marcus. As an Undead and Construct model, it can also work for Leveticus.

As of Wave 5, Guild McMourning is also able to hire one or more Rogue Necromancies via one of his new upgrade choices.toc

=__Mobility__= The Rogue Necromancy has a decent Wk 5 and a lowish Cg 6.

It can speed up a little more with **(0) Stalk**, which costs a card and names a target as **Stalked**. When the **Stalked** target walks, the **Rogue Necromancy** gets a Walk action to move toward it. If you take the **Pack** Upgrade, you can give an extra Walk (in any direction) to another friendly model within 6".

=__Offense__= The Rogue Necromancy has a lot of offensive potential. It gets an extra off-turn action when an enemy model within 6" loses a **Wp** duel. And it gets a positive twist to Attack and damage as long as it has 5 or more Wd left. Don't underestimate this positive twist from **Three-Headed**! This benefit can mean the ability to cheat damage you couldn't otherwise, and a big bonus to hit opponents.

The **Monstrous Claws** attack is a frightening big Ml 7 Crows, with 2" reach and a nasty 3/5/6 damage. The attack has a built-in //Infect// trigger that gives **Poison**, or with an additional Ram can //Rend Flesh// for a positive twist to damage. Getting a positive twist to damage makes it more likely that you can cheat damage, which can make a big difference as the moderate and severe damage of this attack is quite high.


 * Acid Breath** is a decent ranged attack, which can only be taken once per activation. It has a range of 12", a Ca 5 Crows, and 3/3/4 damage with a blast on moderate and severe damage. It also has the built-in //Infect// trigger. **Acid Breath** is not as reliable as **Monstrous Claws**, but it can hit at a distance, and can use the blasts for indirect damage. As long as you're benefiting from **Three-Headed**, it can usually secure those blasts on Moderate or Severe unless your opponent commits to cheating, and mostly shrugs off Soft and Hard Cover since we're on a + to the attacks.

=__Resilience__= The Rogue Necromancy doesn't have an especially good Df or Wp, but it has Wd 10 and most importantly **Impossible to Wound,** which gives a negative twist to damage and makes cheating impossible.

It's also **Terrifying (All) 13**, which can drain cards of attackers or even stop attackers entirely. If an enemy fails the Horror Duel, note that the Rogue Necromancy might also get a chance to make a melee attack thanks to **Smell Fear**.

=__Upgrades__= The Rogue Necromancy has a custom Upgrade, **Pack**, which lets an additional model Walk when the Rogue Necromancy gets a Walk from **Stalked.** This is great for improving Crew mobility as a whole.

It can also carry **Decaying Aura**, preventing nearby enemies from healing and disallowing Soulstones from being used to prevent its damage. It can be terrific if your Rogue Necromancy is going after their Master or Henchmen, though it is very expensive at 2ss.

A Rogue Necromancy, like most Resser Enforcers or Henchman, benefits from the **My Little Helper** upgrade. Though the double **(0)** part of the Active is wasted, the **Dark Protection** buff that prohibits enemies further than 3" from targeting the Rogue Necromancy is superb. It makes it much harder for the opponent to bring their beaters to bear on our beautiful undead amalgamation, so it can continue ripping enemies apart.

If hired into Guild, Arcanists or Outcasts via playing McMourning, Marcus or Leviticus respectively, you have access to some great generic 1ss Upgrades choices.

Guild has **Numb to the World** and **Debt to the Guild.** Numb will make the Necromancy immune to conditions while Debt will refund you a Soulstone if it dies, and once per game can boost its damage by +1 for a turn. Both its **Ml** and **Ca** attacks will be even more disgusting if buffed with this bonus damage output.

Arcanists and Outcasts offer **Imbued Energies** and **Oathkeeper**, both of which can be discarded for 1 extra AP when the Necromancy activates, or otherwise provides a reward when it dies (Draw 4 cards or place a Scheme Marker). These are both versatile upgrades and since they're Rare 3, a Rogue Necromancy is a great candidate to hold onto one copy of them.

Arcanists also have the **Pack Leader** upgrade, which, since you're playing Marcus if you're hiring Rogue Necromancy, can be a great choice as it empowers all your nearby Beasts. It combined really nicely with **Smell Fear** since they're very similar abilities - if an enemy fails a **WP** duel all your beasts get to take a bite, including Necromancy twice.

=__Tactics and Tips__= Pick a **Stalk** target early for the extra movement, but don't be afraid to switch it during play.

Don't forget about **Smell Fear**. Any Wp duel can trigger it, and the melee attack can target any model, not just the model that failed the Wp duel.

It's nice to have a friendly model that can heal Wounds and cure Conditions to support the Rogue Necromancy. Ideally, it's really nice to have both! A Nurse and Chiaki combined will keep the Rogue Necromancy dangerous for much longer.

Another reason the Nurse is a great companion for the Rogue Necromancy is because she can boost its already fantastic damage output. Nothing in our faction that hits harder than **(1) Monstrous Claws** Attack Action buffed with a Nurse's **Hallucinogens** trigger off **(1) Take Your Meds**. Since she has //Accomplice//, she can buff our beast and then immediately let is activate, and now we're swinging **Ml** 7 Attacks with 5/7/8 damage tracks, built-in **Infect**, and + flips to attack and damage if we're above half wounds. Due to **Smell Fear** even after our Necromancy is finished it can still threaten another 5 minimum damage slap in the face to anything within 2" that fails a **WP** duel.

Anything that can hand out extra AP to Rogue Necromancy is usually a good bargain since its raw damage output is so high. Molly's**(0) Whispers of Future Flesh** or Nicodem's **(1) Rigour Mortis** are prime examples, giving a **(1)** Action or **Fast**.

A Rogue Necromancy pairs up excellently with a Dead Doxy. The Doxy can either push the Necromancy wherever it needs to go to shoot or charge with its **(0) Take The Lead**, or alternatively can use this action to push nearby models, triggering **Smell Fear** and potentially putting the targeted model on - flips to all duels where it's the defender. If an enemy model is on negative flips and your Rogue Necromancy is on positives, then outside of jokers you're going to connect your Attack(s) with anything in the game. Even if the Doxy is killed, she can hand **Fast** to her monstrous sidekick.

=__Playing Against Rogue Necromancy__= Models that do high Weak damage will fare well against the Rogue Necromancy, as will models that are immune to Horror Duels. Because of its low resistance abilities, the Rogue Necromancy is often vulnerable to debuffs. Even without these, it's worth it to launch two or three attacks toward the Rogue Necromancy (preferably at range), just to make it lose its **Three Headed** benefits.

If the Rogue Necromancy hasn't used its **Smell Fear** attack and you're low on cards, be careful when targeting it or other models nearby with **Terrifying** or **Manipulative**. Failing your **WP** duel here not only ends your activation or action but will let it the Rogue Necromancy swing a **Ml** 7 attack your way.

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