Mortimer


 * Mortimer, Resurrectionist Minion** toc

=__Overview__= Armed with a shovel (how sweet is THAT!), Mortimer comes to the field to help mobilize the undead while slowing down the enemy by giving them an early burial. He is a tough one, able to take notable punishment while dishing it out, and as per his title he is able to dig up graves to offer his master corpses to be used making him valuable on the front-line and holding back to help raise an undead army. While he typically follows behind Nicodem, Mortimer's services are available to any Resurrectionist who requests it.

=__Mobility__= "Mort" is human and so walks like any other, but he is quite eager to charge his opponents and has an above average CH to help him achieve this.

While Mort has no means of improving his own speed, he is very useful at helping others gain ground and take action. This spell requires a 7+ Mask to cast, but if successfully used it will have all friendly undead models working for "Mort's" master make a free Walk action towards the chosen model. This can swiftly move a force of Rotten Belles or a pack of Canine Remains up the field and onto an enemy, to be ready on their own activations to attack with savage fury.
 * (1) "Fresh Meat!"**

One of Mort's two (0) actions available to him. Its name is slightly miss-leading as it targets any friendly undead model within 6" of Mortimer (not just zombies). Its not employed a lot, as Ressurectionists tend to play as Horde-Armies, but being able to perform Alpha strikes (i.e.: two models activating before the enemy can react) can always be useful when played right.
 * (0) Zombie Companion**

=__Offense__=

Ranged
Though Mortimer prefers to use his shovel, he is not helpless when needing to keep his distance. **Throw Dirt** has a decent range (though, if Mortimer can hit people will this, it does mean he was in Charge Range), but its big advantage is that it deals 2-4 damage with a blast. Not 'ground shaking' damage, but it can be useful to soften up clusters of foes and even end very weak enemies by covering them in dirt.

Hey, whats to say, Mortimer likes to play dirty!

**Melee**
Ah the joy of putting a shovel to someones' face! Mortimer's basic attack is quite potent. Its CB is well above average, and its damage is decent. Its Severe damage isn't grand, but its Weak damage is notable, meaning each successful hit won't kill the target but it will hurt.

Mortimer has one trigger for his Shovel, and it starts a landslide of a combo when employed. Once he has damaged his enemy with his shovel (flipping/ cheating a Crow), this trigger casts **Empty Grave** on the target (see below).
 * Trigger - A Grave for You**

This spell can be a great punishment. It costs an 8+ (suit irrelevent) card to cast, and deals 1-4 damage to the target AND makes the subject suffer from **Slow**. However, if the casting card is a Crow, the subject instead suffers from **Paralyzed** (due to the **Bury** Trigger) making this a very powerful spell to cast on a target before it has even activated.
 * (1) Empty Grave**

Though able to cast by Mortimer as a spell on its own, its range is so close to swinging Mortimer's Shovel (+1" more range) you will usually cast this as a result of the **A Grave For You** Trigger.

**Spells**
Due to the high AP cost of this spell (i.e.: Mortimer must give up his entire activation to do this), this won't be cast often. More so in that it consumes x2 corpse counters to produce a 1-4 Soulstone Undead monster. Its a heavy ask for a little result, but it can change a game by summoning the right undead beastie when and where you need it. It shouldn't be relied upon, but it should also not be forgotten.
 * (all) Make My Own Friends**

Resurectionists LOVE Mortimer for this spell. It may cost him a 7+ card, and then a crow if you can't flip one, and may only be able to cast it once per activation, but to create Corpse counters from nowhere and even place them 6" away is very useful for the Ressurectionists. Its even more powerful than Sebastian's being both cheaper to cast and using up only 1-AP (instead of Sebastian's full activation) making Mortimer slightly more appealing assistant than the guy with the buzz-saw and crew-cut.
 * (1) Exhume**

=__Resilience__= Mortimer is durable. He has an above average DF, and a WD equal to the majority of Masters, which means he won't die all that easily even when hit. Even if he does take damage, his **Regeneration 1** will help him recover from the damage he takes over time. It won't save him outright, but it will make it frustrating for your opponent should Mortimer avoid being killed and slowly regain his lost health.

Mortimer also has a WP of 6 which is quite high (one less than Pandora the mind freak) so he will be able to resist Mental Manipulation a lot easier than others.

To further his defenses, Mortimer has a (0) action which he will usually take after he ends his activation (unless he has a need to Alpha Strike with **Zombie Companion** - his only other (0) action). This gives him **Hard to Wound 2** against all Ranged attacks, but also it locks him in place. He cannot be pushed in any direction by any effect from either ally or enemy. Used at the end of his activation, this can help Mortimer hold objectives and survive. Indeed, unless he is going to use **Zombie Companion**, be reactivated, or pushed by a friendly ally in a desired direction, there's not much reason NOT to go **Six Feet Under**.
 * (0) Six Feet Under**

=__Tips and Tricks__= Mortimer really needs Crows to shine. Ideally you want to hold only 8+ Crows for him to really maximize his **"A Grave for you + Bury"** Combo.

Mort works best when activated early. His **"A Grave for you + Bury"** Combo can deal damage to a target AND prevent them acting (via Paralyze). Provided Mortimer survives each round, he can potentilly prevent one enemy from acting while he buries them alive (i.e.: kills them).

Using Mort's two "mobility" actions can offer some great use. Consider using **Fresh Meat** twice to encourage a Flesh Construct to move 10" (it walks twice) towards an enemy, before using **Zombie Companion** to have it activate immediately. Effectively you would be giving up Mort's activation to rush the big guy up the field and then have have him attack.
 * "Fresh Meat Zombie Companion!"**

=__Master-Specific Tips__= Mortimer is Nicodem's pal. Being able to produce a Corpse Counter each turn will help fuel the summoning war (together Mortimer and Nicodem can increase their zombie count by +1 each turn). Mortimer's "Fresh Meat" can even help Nicodem move up the field as the Undertaker may choose to count himself as Undead whenever he chooses. Seamus and McMourning both appreciate Mortimer for similar reasons Nicodem uses him - corpse-counter production and a "Shovel-Smackdown". Kirai has little use for Mortimer. She doesn't care about the bodies he dig up (no soul) and so it will be rare for her to employ him for anything but a beat-stick.

=__Minion-Specific Tips__= Mortimer, Necrotic Machine and Molly have a nice set of synergies going on. First Molly's totem, the Necrotic Machine, can temporarily turn Mortimer into an Undead with its **(0)Create Undeath** action. Undead Mortimer not only benefits from his own **Fresh Meat**, but can also be healed with **Decay** and buffed with **Bolster Undead**, turning him into a juggernaut of survivability, decent shooter and a very solid shovelist. Undead Mortimer doesn't have to worry about **Terrifying** either. Molly herself can use her **(0)Whispered Secret** spell to copy either **Fresh Meat** or **Exhume** spells, both improving the mobility of the entire crew and doubling the Corpse Counter output in the initial turns, when Nicodem needs it the most.

=__Playing Against Mortimer__= Threat level, how to kill/neutralise it, what to watch out for etc.

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