M2E+Exorcist


 * Exorcist, Guild Enforcer**

=__Overview__= The Exorcist cares not for guilt or innocence; as far as he is concerned, everyone is guilty of something! Specialized in fighting the Undead, the Exorcist gets bonuses when fighting Undead and Spirit models. Where this might be a disadvantage when facing a not so Undead or Spirit based crew, he has the ability to impose the Undead characteristic upon enemy models, making him synergise perfectly with other Guild Marshals.

=__Mobility__= A decent Wk of 5 and Cg 6 makes the Exorcist pretty average for a Guild model, and he can easily keep up with other Marshals.

=__Offense__= It's worth discussing the Exorcist's zero point Attack Action first, as a lot of his other abilities play off this nicely.

(0) False Accusation
The Exorcist targets an enemy within 8 inches and gives them the Undead characteristic until the end of the Turn. Obviously, the earlier you use this, the more use other Undead-hunters like Lady Justice and the Judge can make use of it too. The Cast is resisted by Wp, but a healthy Ca of 6 (with a baked in Mask) can make this a tough Action to resist if you have the right cards. The built in Mask means the Exorcist will always get his trigger from this Action, //Spreading Paranoia//, meaning he can take the Action a second time with no additional trigger. Initially, this Action may not seem like it does very much, but when you look at the rest of the Exorcist's Attack Actions, his **Damning Oratory** Ability, and his synergy with other Guild Marshal Abilities (**Stand for Judgement** on the Judge, **Justice Unleashed** on Lady Justice, and **Terrifying (Undead)** on the Lone Marshal and anyone with the Flames of the Pit upgrade), it becomes the cornerstone to why you want to include him in your crew.

Symbol of Office
Interesting in that this is a Cast Action, not a Melee one, but with a Melee range of 1". Thus, it isn't affected by **Incorporeal**. A high base Cast of 6 vs the target's Df makes this easier to push through if you have the cards. It has a low damage spread though, so you really want to be getting off one of the Triggers to make the most of this Action. Crow Trigger - //Banish to Oblivion// - similar to other execution style abilities, the Crow forces the target to discard two cards or two Soulstones or be killed immediately. The catch is that the target must be a Spirit or Undead, tying into **False Accusation** if your target is neither of these things. Ram Trigger - //Critical Strike// - standard Guild fare, adding +1 damage per Ram in the final duel total, taking the damage spread to a slightly more respectable 2/3/4.

Sanctified Crossbow
A Rg 10 Shooting Action, this attack has a damage spread equal to a Ram-boosted **Symbol of Office** Attack. Furthermore, it also ignores **Incorporeal** and **Hard to Wound**; this is what makes this Action shine, particularly against tough Resser models. This also has two available triggers: Ram Trigger - //Critical Strike// - makes this attack much more unpleasant, boosting up to 3/4/5 with the additional Ram. Tome Trigger - //Pinned to the Ground// - after succeeding (so damage as normal), the target gains the condition **Pinned**. **Pinned** means the model cannot take Walk or Charge Actions unless it discards two cards at the start of it's Activation to end the Condition. This forces your opponent into a tricky situation, particularly with Scheme runners that would be reliant on mobility to do their job. It's situational, and you should always plan for your opponent spending the resources if they have the cards in hand. A good card draw is still a good effect.

=__Resilience__=
 * Hard to Wound** and a decent Df score of 6 make the Exorcist tough to take down, but he won't stand up to concentrated fire. Consider buying him the **Lead Lined Coat** Upgrade if you are worried about his staying power.

=__Upgrades__= As a Guild Marshal, the Exorcist can take **Flames of the Pit** in addition to the generic Upgrades. While this Upgrade can be situational, it can see a bit more use on the Exorcist as he can make foes 'Undead' and therefore force the Horror Duel on them. If playing in a heavy Death Marshal crew, this upgrade sees more use still by giving the **Relentless** Ability to the Death Marshals, making them immune to Horror duels. Pretty handy when you have a Hanged to deal with (and aren't too close)! Still, it's pricey, so don't take it if you haven't at least one Death Marshal in your crew.

Since the Exorcist comes with **Finish the Job** as standard, the **Plant Evidence** Upgrade loses half of it's appeal.


 * Lead Lined Coat**, as discussed above, is a great little Upgrade, affording the Exorcist a little more damage protection, but bumping his price to Executioner level.

=__Tactics and Tips__= Obviously, if you are facing anything that isn't a Spirit or Undead, you should make it your number 1 priority to use **False Accusation** and then rain down the pain on the freshly accused.

As mentioned, Scheme runners are excellent targets for crossbow.

If you want to take full effect of his melee attack, you can hire additional card drawing models. An Exorcist, an Executioner, some Clockwork Traps, and one or two Witchling Stalkers can be quite hard on your opponent's hand, making the insta-kill triggers much more dangerous. Even Nino could have a place in a list like this.

While the Exorcist is great with other Marshals, special mention goes to McMourning. The mad doctor can turn people Undead himself, and thus makes for an excellent team mate for the Exorcist.

=__Playing Against the Exorcist__= (How best to deal with the Enforcer (whether as a leader or not), things to watch out for, etc.)

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