Recent Changes

Thursday, June 22

  1. page M2E Lucius edited ... Return to Guild or Return to Neverborn xOverview {Lucius2E.png} Overview ... extra actions…
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    Return to Guild or Return to Neverborn
    xOverview {Lucius2E.png} Overview
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    extra actions. He underwent a major revision in the 1/1/2017 update, and his new card can be found on the Wyrd Errata Page.
    The current
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    Guild Guard.
    xMobilityMobility
    Lucius has an averagea walk of
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    increase his mobility.
    Commanding Presence (Stat Card - Ability)
    This ability keys off when Lucius completes a walk action
    mobility, and allows a nearby friendly model (including Lucius himself) to take a (1) action if it succeeds on a horror duel. This means that Lucius can move while still doing other things (or at least delegating them) so he tends to get around quite a bit overacross the course of the game in spite ofboard quickly if you need him to. He can effectively have an extra Walk action by targeting himself with his low movement stats. Commanding Presence ability, but if you flip a Black Joker on his Horror Duel, you'll Paralyze him. In general, Lucius is alsonot a great way of improving the mobility of the rest of your crew, since Luciusfast master, but his crew can be quite happily stroll up and down commanding your minions to take walk actions.a bit faster than it is with other masters.
    What Lackeys Are For (Stat Card - Tactical Action)
    This actionIt requires a fivecard of masksfive or highermore and an extra Mask to complete, but it gives you some pretty crazy movement shenanigans by essentially swapping positions with anotherwork, a target friendly model within 10 inches. The exact mechanics give some flexibility in terms of placement of both models10", and it works with anyone, althoughcan only be used once per turn
    Issue Command (Stat Card - Tactical Action)
    Similar to Commanding Presence this ability grants extra actions to
    Turn. You place a scheme marker in BtB with Lucius, then place Lucius in BtB with the target friendly minions. This can be used to movemodel, and then place that target model in BtB with the rest of your crew around, although Lucius won't getScheme Marker you just placed. The easiest trick is to move himself. With the correct triggerWalk Lucius can also prompt the targeta couple of times, commanding extra (1) actions as he goes, and then use this action to push three inchesplace a Scheme Marker in any direction first, soa place you need it can beto score VP's, and exchange places with a very efficient way of completing certain schemes.
    In general,
    friendly model so Lucius is not what you would call a fast master, and his crew can be quite slow moving (particularly when playing Guild). However, being ablereturns to dole out actions and move other models around the board means that mobility is actually one of his strongest suits, just not in the same way that it is for say Lilith.backfield where he's safe.
    OffenseOffense
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    combat powerhouse. However, heHe does have some decent attack options.
    Melee
    Sword Cane (Stat Card - Attack Action)
    Lucius is quite proficient with
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    profile is a respectable but uninspiringthe average damage of 2/3/4; the
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    Hidden Weapons (Upgrade(Secret Objectives Upgrade - Tactical
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    an attack itself,, the (0)
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    if you wantcan figure out how to springput a different sortlarge number of trap on thescheme markers next to an enemy leader.model, and then attack it several times with Lucius. Lucius could probably manage at least a few extra attacks working with the Fae knights Thorn or Tooth.
    Ranged
    Hidden Sniper (Upgrade(Secret Assets Upgrade - Attack
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    Line of Sight as well.Sight. The downside
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    a mask as well if you
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    same time.
    While Secret Objectives and Secret Assets are not Limited upgrades, they both give Lucius a (0) action, so do conflict with each other.

    xResilianceResilience
    Lucius has high defense and higher willpower, but low wounds for a master. He is perfectly content to command his subjects from afar, but can be fairly resilient in the thick of battle. He is able to replenish his Soulstone cache, inflict negative flips on attacks and can even pass successful attacks to friendly Guardsmen or Mimics.
    Devil's Deal (Stat Card - Ability)
    After spending a Soulstone, the Devil's Deal ability allows Lucius to inflict two irreducible damage on a friendly model within six inches to add a Soulstone to his Soulstone Pool once the current Action is completed. If Lucius is coming under serious threat you can spend wounds from your other models to protect him and keep your precious Soulstones for later.

    Highest Authority (Stat Card - Ability)
    Lucius may discard a card to inflict a negative twist on any Attack Action targeting himself. This ability is useful only when Lucius has cards in hand, but combined with his good defensive stats can make him very hard to hit. Watch out for models which can either use Soulstones or have a built in positive twist to hit, as you'll be draining your hand just to put them on a straight flip. Also keep in mind that Lucius has quite high Df and Wp, so sometimes you'll be better off trying to dodge the attack normally to save your hand.
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    Loop Holes (Upgrade - Ability)
    This ability allows Lucius to be considered friendly to his enemy's crew with respect to auras and pulses. This allows him to ignore the harmful effects of the enemy's auras and pulses and to benefit from their beneficial auras and pulses. Whether this actually contributes to Lucius's resilience is out of your hands but certain abilities (like Pandora's Misery) are completely shut out by this upgrade.
    Inspiring Your MinionsxMobilityUtility
    Devil's Deal (Stat Card - Ability)
    If Lucius spends a soulstone, you can inflict two damage on any friendly model within six inches, and after the current action is complete, you add a soulstone to your pool. As long as your Henchmen aren't using up all the soulstones, Lucius can keep spending them for as long as he has friendly models to damage. Typically, this adds
    to Greatness
    {PLucius.png}
    Lucius excels at getting
    his crewresilience, as he can keep doing damage reduction flips against every incoming attack for as long as his minions last. However, he has
    Elite Training (Stat Card - Ability)
    Minions, Mimics, and Guardsmen within six inches of Lucius get positive twists
    to take extra actions or improve their existing actions.Attack flips and Horror Duels. If you want to make life easy for yourself, you can restrict your Enforcers and Henchmen to those that have the Mimic or Guardsman keyword, so every model in your crew is affected by this ability, and you won't have to remember if a specific model is the correct type. This doesn't help Lucius himself. Like most of the Neverborn Masters, and some of the Guild Masters, he's a backfield manipulator who lets others do the fighting. The primary benefit of Elite Training is the benefit to Horror duels, so you won't paralyze your own models when you attempt Commanding Presence on them.
    Commanding Presence (Stat Card - Ability)
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    completes a Walk Action, his Commanding Presence ability allows him towalk action you can target any friendly model, which can thenmodel within 12" to make it take a single (1) action if they succeed on a TN
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    Horror Duel. Note that models which are immune to Horror Duels cannot benefit from this, because they don't makeIf the Duel and therefore never succeed. A few things to remember abouttarget succeeds on the Horror duel, it can take any (1) Action. Lucius can target himself with this ability are:
    Commanding
    to effectively gain an extra Walk Action every Activation. Commanding Presence is a great way of improving the mobility of both Lucius and the rest of your crew, since Lucius can target any friendly model, including Lucius.
    Each model may only
    walk 12", or 16" if you feel good about the risk of flipping a Black Joker, and get one extrathree other models in your crew to take any (1) action from this abilityyou like. This can effectively turn three actions into seven actions, but only if the only thing you want to do with Lucius is walk.
    Since
    a turn, because they becomemodel becomes immune to
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    Duel after succeeding.
    The target minion must be within range
    succeeding against the Horror Duel, and Lineis paralyzed if it fails, Commanding Presence can only be used once on each model in your crew each turn. Typically, you'll use this as a means of Sight aftergetting extra (1) actions from your crew without having Lucius has completed the Walk Action
    Elite Training (Stat Card
    fall far behind them; or extra actions from Enforcers or Henchmen, which cannot be targeted by Issue Command.
    Personal Retinue (Surprisingly Loyal Upgrade
    - Ability)
    Lucius inspires Minions, Guardsmen, and

    This gives Lucius an interesting hiring pool that no
    other Mimics within six inches with a positive twist on their Close Attack flipsNeverborn or Guild master can match. Guild crews can take Doppelgangers and Horror duels. Remember that Commanding Presence is a Horror duel,Changelings, while Neverborn crews can take Master Queeg and take advantageAustringers.
    Purposeful Misinterpretation (Legalese Upgrade - Ability)
    At the end
    of the positive twist thatgame, you turn all enemy Scheme Markers next to Lucius can give because of this ability.into friendly scheme markers. This iswill typically let you deny your opponent VP rather than score yourself any. If they need scheme markers in your deployment zone or next to your models at the end of the game, you can deny them a strong ability, but has some anti-synergy with a typicalfew VP by transforming them into friendly scheme markers.
    Loop Holes (Legalese Upgrade - Ability)
    You can choose to consider
    Lucius themed list since most guardsmenas friendly to the enemy crew when deciding if he's affected by auras or pulses. This requires you to have poor Close attacks. To really make Elite Training shine bring along some strong melee minionsa LOT of knowledge of your opponent's models, and what models they might bring. It can give you a significant edge against masters like Witchling Stalkers, the IlluminatedPandora, who's Misery aura only damages enemy models. Other examples are using "Roll Me Closer Dear" on an enemy Abuela Ortega, or Young Nephilim.being immune to Sue's Ring of Fire Tactical Action. These abilities are relatively rare across all models, so it will be very hit or miss whether you get any use from Loop Holes at all.
    Guild Intelligence (Stat Card - Tactical Action)
    Lucius' defaultThe only (0) action allowson Lucius' card, until the end of the turn all friendly models within six inches to6" of Lucius may take Interact actionsActions while engaged. Schemes are howThis can theoretically win you games are won, and anything that helps with getting those markers down is welcome.off schemes like Dig Your Graves, but will often be ignored in favor of the (0) actions from his upgrades.
    Issue Command (Stat Card - Tactical Action)
    WithThis action as a TN that requires a card of five or more of any suit, Lucius may issue a command to asuit unless the mask built into his Ca is taken from him. He can target any friendly Minion. Each Minion maywithin eight inches, but can only benefit fromuse this actionon any one minion once aper Turn. The Minionminion immediately takes aany (1) action.Action that you want it to. The triggers for this action give additional benefits. Withrange increases to 14" if the built-in mask, the targeted Minion pushes three inches before or after taking the (1) action. The other two triggers needtarget is a ram,Guardsman or Mimic, and will either heal two woundsLucius likes working with a great many of that type of model anyway. This means that you want a substantial number of Minions in your crew, but whether you lead Guild or giveNeverborn with him, you're spoiled for choice. Issue Command has three triggers:
    (Mask) Move It!: Before
    the target the Focused +1 condition before thetakes its action is taken.
    Issue Command produces a similar effect
    you push it up to Commanding Presence but typically requires3", which can give any minion some crazy mobility. Lucius can Issue Command, force the minion to walk, target it with Issue Command, push it 3", and then have it walk again. A minion with a lower card,normally sedate Wk4 would get an extra 11" of movement outside it's activation. A minion with projectile attacks that's engaged can be pushed out of combat, and if you fluffthen shoot. Those are two obvious and easy uses, and that's just the flip there's no risktrigger you get by default. A push followed by any (1) Action provides an infinity of paralysis. Ontricks and skulduggery.
    (Ram) Watching Closely: After you succeed in casting this on
    the other handtarget, it has less range (unless targeting guardsmen or mimics), can't benefit from the horror-repelling auras of Lucius, the Guard Sergeant, or Lawyers,heals 2 damage. Healing is a relatively uncommon ability, and this heal allows you don't get to dosave a walksoulstone with Lucius atDevil's Deal, and then repair the same time. Depending on the situation one may be more beneficial than the other, butdamage you will often use them in tandem since this iscaused.
    (Ram) Take Aim! : Before
    the only way Lucius can get two actions outtarget takes its (1) Action, it gains Focused +1 until the end of the same minion in one turn.
    Watch My Back (Upgrade - Ability)
    This upgrade gives all Guardsman model in play the Accomplice ability. Consider your list when purchasing this upgrade, several Guardsmen already come with the Companion or Accomplice ability as standard
    Obvious and non-guardsmen will non benefit at all. On the other hand being ableeasy to chain activate pretty much every activation makesuse, you use this on a Guard-spam list more threatening thanmodel just before you order it usuallyto make an attack. The obvious and easy thing is to create a 'gunline' with models like Austringers, and can keeplet them in formationmake additional ranged attacks with positive twists to benefit from buffs.their attack and damage flips.
    {PLucius.png}

    Upgrades
    Dual Faction
    Legalese
    This upgrade provides two abilities, one which converts enemy scheme marker within 4" of Lucius into friendly ones at the end of the game and another which lets Lucius count as friendly to the enemy crew with respect to auras and pulses. This is an extremely thematic ability for Lucius, but getting use out of it will depend entirely on your opponent's selection of schemes and crew. Having said that it only costs one soulstone and the effects can be quite dramatic when they do come up
    Secret Assets
    If Lucius wants a Ranged attack at all, he must take this upgrade. Hidden Sniper is even better when Lucius expects that the opponent will be using Scheme Markers, or if Lucius is going to be using Scheme Markers (which is always). Since Lucius has no (0) actions on his card this upgrade basically gives him an extra action every turn, which is quite a buff, although the double ram requirement means you might not actually be able to use it every turn.
    Secret Objectives
    This upgrade gives Lucius more Sword Cane attacks through Hidden Weapons and is kind of the melee equivalent of secret assets as they both provide (0) actions. This upgrade is less stone/suit dependent than Secret Assets but requires nearby scheme-markers todo anything so it is more situational. Expecting to get a lot of free attacks from this probably isn't reasonable as you'll need to get the Scheme markers into place with other model that could just make attacks themselves. You might use this upgrade to deter assassination attempts by dropping markers near Lucius with unimportant models, or use it to kill an important target you've just fed some models with Finish the Job.
    Surprisingly Loyal
    The main reason for taking this is the Personal Retinue ability which allows Lucius to bring more tools from a different faction. For example, it can be useful to bring a Beckoner to the Guild faction for her Lure ability, and Guild Austringers or Riflemen can be an unpleasant surprise for anyone not expecting many Ranged attacks from the Neverborn faction. The Secret Service trigger requires a ram flipped, cheated, or stoned; and needs a Mimic or Guardman nearby to take the bullet.

    Useless Duplications
    This upgrade is a dual-faction Guild/Neverborn upgrade that may be taken by a Mimic. The Useless Duplications ability can be very useful on a Doppleganger, whose Which One Is Real?! ability prevents her from having a card flipped for her when randomly determining a target. The combination of both of these abilities leads to the Doppleganger being impossible to target with a projectile attack when within two inches of another Mimic
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    Spending Soulstones on card-drawing can be a good option for Lucius and this upgrade makes it better. Flight also seems nice for him for evading enemies and terrain while making the most of his Commanding Presence.
    Pact
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    not very much.much, though it can let you use Commanding Presence on Lucius without fear.
    Stone of Tyrant Echoes
    Similar to Thalarian Stone but probably less good as Lucius can go defensive himself but can't heal.
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    Lucius excels at strategies requiring movement or Interact Actions because he can give his Minions extra actions. Because Lucius tends to want to hire Minions to accept his commands, Reckoning is typically more difficult for him.
    Schemes
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    Protect Territory, Dig Your Graves, or Spring
    Lucius has no particular advantage or disadvantage with Assassinate, Bodyguard, Entourage, Frame for Murder, Murder Protege, or Take Prisoner.
    Lucius can have difficulty with Make Them Suffer because he tends to hire Minions instead of Henchmen.
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  2. page M2E Jakob Lynch edited ... {malifaux-tenthunders-jakobfront.png} xOverviewOverview ... your control hand. hand, an…
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    {malifaux-tenthunders-jakobfront.png}
    xOverviewOverview
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    your control hand.hand, and distributing an addictive drug called Brilliance. His totem,
    Lynch's crew will usually focus on giving enemy models the Under the Influence condition, which causes them to have the Brilliance attribute, which is basically Neverborn Opium. This is why he's dual faction with Ten Thunders; his crew is themed around the opium trade in China as well as on gambling. The Brilliance Characteristic doesn't do anything by itself, but most of Lynch's crew are more effective against models with Brilliance. If your opponent brings models that get bonuses against Brilliance, like The Illuminated or Beckoners, they'll get bonuses against your own crew members that have Brilliance like The Illuminated and Depleted.
    Lynch's Infiltration (Darkened) ability allows him to bring Darkened models with him regardless of whether he's supporting the Ten Thunders or the Neverborn. As of Spring 2017 these were Mr. Graves, The Illuminated, Beckoner, Stitched Together, and The Depleted.
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    Endless Hunger
    (Ten Thunder / Neverborn)
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    extra AP that for Ca
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    and there isare a lot
    Expert Cheater
    (Ten Thunder / Neverborn)
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    3:25 pm
  3. page M2E Voodoo Doll edited ... {Malifaux Voodoo Doll.jpeg} OverviewOverview ... hire the Totem Totem, or she or summ…
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    {Malifaux Voodoo Doll.jpeg}
    OverviewOverview
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    hire the TotemTotem, or she or summon it as a (2) Action.Will O Wisp can summon it.
    Zoraida summons the Voodoo Doll as a (2) Action, and when she does the Voodoo Doll can immediately try to Hem a target. This creates a sympathetic bond called Sewn Fate: whenever the Voodoo Doll takes damage or gains a Condition, so does the Sewn Fate victim.
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    any direction. Just don't forget that ANY master within 1" of the doll can do that interact. Your opponent's master can do this too, and it starts getting interesting if your opponent also plays a Zoraida crew, as both of the Sewn Fate models can be pushed with a (1) interact against one of the two voodoo dolls.
    MobilityMobility
    With a Wk 3 and no special movement tricks, the Voodoo Doll doesn’t really move around much. The Cg 6 is pretty good if you decide to have the Voodoo Doll stab a victim with pins, though.
    The Voodoo Doll can help move around its victim. Dance, Puppet lets Zoraida (or any Master!) Interact to push the Voodoo Doll’s victim up to its Wk. It only has a 1" range, though.
    OffenseOffense
    The Voodoo Doll has a simple attack with Ml 3 that does 1/2/3 damage. There’s rarely much cause to use it. One nice thing about the Voodoo Doll in melee combat, though, is that the fight is often very one-sided: the Voodoo Doll wants to stab the enemy, but the enemy doesn't want to hurt the doll for fear of hurting its Sewn Fate victim.
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    ResilienceResilience
    The Voodoo Doll’s Resilience is not good. It’s got a Df 1, Wp 4, and Wd 6. But you don’t want it to be resilient. You want it to suffer, so the Sewn Fate model suffers.
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    Doll’s punishment. The Sewn Fate victim gets only the damage and conditions inflicted on the Voodoo Doll; not the healing.
    Tips and TricksTips and Tricks
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    Voodoo Doll doesn’t really do very much. It mostly causes trouble
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    Zoraida can hand do this
    The Voodoo Doll can also be used to Hem your own model. Why you ask? For the Dance, Puppet Ability. Zoraida can use this to push a friendly model around the board without requiring a TN, and if you want to then Obey it, the positive twist from Bound makes it more card efficient. As an additional bonus Zoraida doesn't need to be within a certain distance or have Line of Sight to the model with Sewn Fate to use Dance, Puppet. And since Dance, Puppet pushes a model, it ignores severe terrain and engagements. This may require a pretty hefty use of Soulstones and/or AP, but the potential for setting up charges or getting a Marker into place is outrageous.
    Some Voodoo Doll options:
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    Sadly, Zoraida can’t hit a friendly Voodoo Doll with Bewitched, because Bewitch can only target enemy models.
    Playing Against Voodoo DollPlaying Against Voodoo Doll
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    you can manage to resist the Hem,Hem you'll probably be safe.
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    try to stay out of Line of Sight and survive the
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    too. Or keepuse Lure or Obey on the Voodoo Doll to pull it away from Zoraida.your opponent's crew, so they cannot attack it.
    Sometimes it's
    ...
    the better. It's a Ht 1 model, so vulnerable to attacks that sacrifice enemy models like swallow whole.
    Finally, remember that your Master can Interact with Voodoo Doll to push a target with Sewn Fate. It's incredibly niche (and strange that Zoraida lets this happen), but there might be some occasions where it's worth spending an AP to re-set your model into charge or engagement range.
    Ownership
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  4. page M2E Zoraida edited ... Proper Manners gives all Attack Actions against her a negative flip, unless the Attack benefit…
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    Proper Manners gives all Attack Actions against her a negative flip, unless the Attack benefits from Focus. This is a bit awkward, since a Focused Attack will still get a positive flip, and add a positive flip to damage into the bargain. This makes snipers, and other models who often gain Focus, a real threat to Zoraida. This is where her (2) Raven Form from the Animal Shape upgrade does a lot to add to her survival odds; letting her bounce from one piece of cover or blocking terrain to another.
    Regret is a trigger on Zoraida's Df (not built in) which does grant a small benefit to being hit by a model that used focus on her and got a bonus to the damage flip. If an opposing model inflicts moderate or severe damage on Zoraida, its Activation will immediately end. Itcan also force an oppoent to deal weak damage from a Focused attack, or forfeit their last AP. It's not really worth spending a stone for the mask, use it to reduce the damage, but if you flip the mask, or can cheat in a low value mask card from your hand, and the enemy model is relying on a sequence of three or more attacks, like from Flurry, it can keep Zoraida alive.
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    that model.
    OffenseOffense
    Zoraida goes after her opponent sideways, rather than just hitting people straight in the face. She does very little direct damage by herself, but instead inflicts conditions, cripples enemy models, pushes or moves them around, and sets things up for the rest of your crew.
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    Voodoo Pins is the only action Zoraida has that will cause direct damage, and while it does decent severe damage and inflicts +2 Poison, it's about as bad as any master's attack can be. Instead of attacking enemy models, you will attack your Voodoo Doll with it. Voodoo Pins has one trigger, Puncture (on a Crow), which gives a +flip on damage.
    Don't forget that if a condition like Burning or Poison is on both a Voodoo Doll and the model with Sewn Fate the model will take damage from the condition it has on it, and also take damage when the doll takes damage from the condition on it.
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    an enemy Master or Henchman (masters cannot be targeted by Hem) for destruction
    Obey is the attack you'll get the most use out of. It makes a non-Leader model (friend of foe) take a (1) Action of your choice. That's any action, Attack or Tactical. The only catch is that if a model is forced to perform an Attack by Obey it cannot be targeted by Obey again during this Activation. She has a high Ca 7 and a mask with it, but it does have a TN14, so it can fail from time to time. Its one foot range is not typed, so ignores engaged models and cover. The ideal setup is to get a Voodoo Doll out, and put Sewn Fate on the model you want to target with Obey; then Zoraida gets a positive flip on the attack.
    Obey is a utility spell that can be used in a variety of ways. It can get your models to walk into position, to attack, or to gain Conditions such as Focus or Defensive. When building a crew take the time to look over each model's card and ask yourself, "what could this model do with an extra AP?" The more it would benefit the more it will like running with Zoraida. Also make sure to not do any conditions that only last "until the end of this Activation" as those will generally be a waste of Obey. You can also make enemy models attack each other, move into dangerous positions (Charge lanes, Hazardous terrain, Terrifying, etc.), or just miss out on VP. Just remember that you'll need a 7 in hand to guarantee it will succeed on a friendly model. If you're targeting an enemy model note the difference between Z's Ca 7 and the target's Wp. if their Wp is low enough then mid cards will probably be enough (remember you only have to tie the duel). If you do not have the cards in hand, then it's normally not worth depending on the flip (unless you're getting +flips, see above).
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  5. page M2E Will O Wisp edited [Minion], [Faction] Will O Wisp, Neverborn Minion Overview (No more than a few paragraphs on w…
    [Minion], [Faction]Will O Wisp, Neverborn Minion
    Overview
    (No more than a few paragraphs on what the minion is about and how it basically plays)
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    Mobility
    (How the minion gets around and how good it is at it - eg. Zoraida's Raven, Pandora's Fading Memory)
    Utility
    (with subheadings like 'melee', 'ranged' and/or relevant spells and abilities)

    Offense
    (with subheadings like 'melee', 'ranged' and/or relevant spells and abilities)
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  6. page M2E Will O Wisp edited [Minion], [Faction] Minion Overview (No more than a few paragraphs on what the minion is about a…
    [Minion], [Faction] Minion
    Overview
    (No more than a few paragraphs on what the minion is about and how it basically plays)
    NOTE: For the sake of simplicity, if a minion is primarily used for one particular Master (eg. Cassandra with Colette, Sorrows with Pandora) then discuss the Minion in terms of how it functions within that crew. If it's found in other crews (Silurid, Death Marshalls, Convict Gunslinger), then discuss any relevant specific master interactions in the last section.
    Mobility
    (How the minion gets around and how good it is at it - eg. Zoraida's Raven, Pandora's Fading Memory)
    Offense
    (with subheadings like 'melee', 'ranged' and/or relevant spells and abilities)
    Resilience
    (with subheadings like 'vs melee', ' vs ranged' and/or relevant spells and abilities)
    Tips and Tricks
    (with subheadings, usually referencing specific spells, abilities and important combos)
    Master-Specific Tips
    (What it says on the can - any Synergies with other Masters worth mentioning)
    NOTE: There's no need to discuss every Master that can take him, just the ones worth mentioning
    Minion-Specific Tips
    (Any synergies/tricks with other minions worth mentioning, possibly also alternatives and why they're better/worse)
    Playing Against [Minion]
    Threat level, how to kill/neutralize it, what to watch out for etc.
    Ownership
    Unless otherwise stated, all names and images on this site are property of Wyrd Miniatures, LLC. (Link)

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    1:39 pm
  7. page M2E Zoraida edited ... {Zoraida.jpg} xOverviewOverview Zoraida is mostly a support ... Control Hand. This is a…
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    {Zoraida.jpg}
    xOverviewOverview
    Zoraida is mostly a support
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    Control Hand. This is a theme with Neverborn masters that you'll see many times over.
    Momma Z
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    do best. However, whileWhile she wants
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    an enemy model.
    Thanks to her Enthrall ability, Zoraida has a deep hiring pool. This gives her a wide variety of models to Obey or to pair with Voodoo Doll, meaning she can attack in a number of strange or unexpected ways.
    model, damage them, and push them around.
    xMobilityMobility
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    Flight and some additional benefits (see below).
    Raven Form gives Momma Z a 15-inch placement for (2) Action, so it's not an action you'll use every turn but it can get you wherever you want to be
    card draw when you need it. So it'sspend a stone on drawing a control hand.
    The limited upgrade Animal Shape gives Zoraida the Tactical Action (2) Raven Form, which places her anywhere on the table within 15". It's
    great for any positioning Strategies/Schemes;Strategies/Schemes like Entourage, Reconnoiter, or Turf War, etc.War. It's also an easya way to
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    it can easily deny Assassinate. DueIt can be copied by Will O Wisps.
    Utility
    Zoraida has a lot of utility, because like many Neverborn masters, she's all about trickery and control of the field rather than direct confrontation and murder.
    Enthrall is an ability that takes effect even before the game starts. When you're building your crew, you can add any living model, from any faction, that has a Wp of 4 or less
    to it beingyour pool of available mercenaries. People usually use this to hire in Nurses and/or Papa Loco, but there are quite a (2),few models to look at like the Ten Thunder's Ototo if you want to experiment with adding a Limited Upgrade,Ht3 killing machine with a giant club to your crew.
    Bayou Servants, from the Tarot Reading upgrade, adds even more to the hiring pool. It lets you hire Swampfiends regardless of faction. This adds a few models to the pool when Zoraida plays as Neverborn,
    and costing 2 SS, you'reis more useful to Gremlins Zoraida. It lets her hire her henchman Bad Juju, the magnificent Silurids, and also the Will O Wisps; often regarded as a 'patch' to make Zoraida competitive. If you do bring in a number of swampfiend minions, then the Eyes in the Woods ability from the Hexed Among You upgrade will let you deploy them outside your deployment zone. This turns the Silurids into really good scheme runners, or puts them in a position to ambush and kill weaker enemy crew members.
    (2) The Fickle Winds of Fate and (1) Mend are also from the Tarot Reading upgrade. The Fickle Winds of Fate requires a flip of a seven or better and a mask, and allows Zoraida to place all scheme markers near her several inches away. Mend heals the Voodoo Doll, and while damage and conditions inflicted on the Voodoo Doll are inflicted on enemy models, they do
    not always goingbenefit from healing done to take it. But when the Scheme poolVoodoo Doll.
    One of her primary tricks
    is right, it's an amazing pick.
    Zoraida's Obey
    Obey, which can move friendly and opposingbe cast on your own models inas much as enemy models; giving them extra moves, attacks, interacts, and actions. Perhaps it's better to think of Zoraida having access to all the (1) actions of all models within a foot of herself. Build your crew with an eye to which models have really good (1)'s that work out of positionactivation. The Doppelganger, for example, is not as good with Zoraida as with other masters. This attack does require a flip of at least a seven to work at all, so you will find that Zoraida is card hungry, and unlike some Neverborn masters, cannot get much from the Primordial Magic as a totem.
    Bewitch is on Zoraida's card as an Attack Action, but doesn't do damage, but instead puts the Bewitched condition on an enemy model. Until the start of its next activation, every time that enemy model declares a Walk, Charge, or Attack you draw two cards. Don't forget to draw these cards when those actions are declared, as you might get just the card you needed to cheat the defense flip against the attack the enemy model just made. Also,
    if you use Obey to make the Bewitched model walk or make an attack, you get to draw two cards.
    Repulsive is partly a defensive power, but can have a lot of utility for shoving enemy models around. It's a (1) Tactical Action that forces all enemy models within 6" of Zoraida to pass a nearly impossible Wp duel, or be pushed until they're slightly over 6" from her. Often, this will be used to extricate her from being engaged, but can also shove enemy models off board sections that they
    need be. Additionally,to get VPs from Strategies or Schemes.
    (2) You Remind Me of
    the Babe will summon a Voodoo Doll's Dance, Puppet lets her (1) InteractDoll within 6" of Zoraida with no extra requirements like card flips or suits. It's one of a small handful of Neverborn (2) tactical actions that can be duplicated by the Will O Wisp. If you are going to pushplay Zoraida, you will probably want to take Will O Wisps. Check the separate page on the Voodoo Doll, and offense further down on this page, for full details, but for now just remember that the Voodoo Doll can immediately attack a model with Hem to put the Sewn Fate model around. So evendondition on them thanks to its Fate Woven ability.
    Glimpse is an Ability gained from the limited upgrade Crystal Ball. At the start of Zoraida's activation you may do one of three things: Look at three random cards in your opponent's hand, force a player to discard a card, or draw a card. Most of the time you'll probably draw a card, but
    if she's not super mobile, Zoraida canyou're opponent is down to one or two cards in their control hand, forcing them to discard is just as good.
    xResilianceResilience
    Zoraida's 10 Wp is the highest in the game, so you shouldn't have to worry to much about anything that targets it. Her Df, though, is only average at 5, and she only has 10 Wd. Like most Neverborn masters, she relies on abilities, triggers, and board control to keep herself alive, rather than just getting up the board and trading punches. If your opponent knows how to subvert Zoraida's tricks she will die quickly, so you want to plan around keeping her just within the 12" range of her Attack actions.
    Proper Manners gives all Attack Actions against her a negative flip, unless the Attack benefits from Focus. This is a bit awkward, since a Focused Attack will still get a positive flip, and
    add a positive flip to damage into the bargain. This makes snipers, and other models who often gain Focus, a real threat to Zoraida. This is where her (2) Raven Form from the Animal Shape upgrade does a lot to add to her survival odds; letting her bounce from one piece of mobilitycover or blocking terrain to another.
    Regret is a trigger on Zoraida's Df (not built in) which does grant a small benefit to being hit by a model that used focus on her and got a bonus to the damage flip. If an opposing model inflicts moderate or severe damage on Zoraida, its Activation will immediately end. Itcan also force an oppoent to deal weak damage from a Focused attack, or forfeit their last AP. It's not really worth spending a stone for the mask, use it to reduce the damage, but if you flip the mask, or can cheat in a low value mask card from
    your crew.hand, and the enemy model is relying on a sequence of three or more attacks, like from Flurry, it can keep Zoraida alive.
    Bound is not an ability on Zoraida, but instead is on the Voodoo Doll. If the model attacking Zoraida has the Sewn Fate condition on it, and Zoraida is within 6" of the Doll, Zoraida gets a positive twist to ALL her flips against that enemy model. This includes her defensive flips against attacks made by that model.

    OffenseOffense
    ...
    herself, but she can apply a lot of debuffsinstead inflicts conditions, cripples enemy models, pushes or moves them around, and conditions that can make it easiersets things up for the rest of your other modelscrew.
    The Voodoo Doll is one of the central elements of Zoraida's offensive capabilities, and if there isn't one on the board, then have a Will O Wisp or Zoraida use You Remind Me of the Babe
    to kill whatever ails you. She can also hand out additional APget the Voodoo Doll back into play ASAP. The Voodoo Doll does pretty much what you expect. A condition called Sewn Fate links it to friendly models oranother model (almost always an enemy model) so any damage inflicted on the Doll also goes on the linked enemy model. Any condition inflicted on the Voodoo Doll is also inflicted on the Sewn Fate model. In addition, if Zoraida is within 1" of the doll, she can make enemies hit one another.
    Her only damaging Attack Action
    a (1) Interact with the doll to push the enemy model its Wk in any direction. This is Voodoo Pins. It has a Ml 4,much easier way to shove a 1" reach, a 1/2/5model around than with Obey.
    Voodoo Pins is the only action Zoraida has that will cause direct damage, and while it does decent severe
    damage track, and applies Poisoninflicts +2 toPoison, it's about as bad as any model damaged by it. It's not the greatestmaster's attack in the game, but you're not likely going to use it on ancan be. Instead of attacking enemy model directly. You're most likely going tomodels, you will attack your
    ...
    Doll with it, as it will share any damage and conditions with it's Sewn Fate target. Itit. Voodoo Pins has one
    ...
    on damage. Combined
    Don't forget that if a condition like Burning or Poison is on both a Voodoo Doll and the model
    with Sewn Fate the Voodoo Doll's 1 Df means you can cheat inmodel will take damage from the attackcondition it has on it, and defense flipsalso take damage when the doll takes damage from the condition on it.
    (0) Hex from the Hex Bag upgrade is the only zero action available
    to increaseZoraida. It has a high Ca with a baked in mask, a low TN to work, is resisted by Wp, and has a short range. A trigger must be declared if possible, and this will almost always be cast against the chancesVoodoo Doll. (Mask) Curse inflicts the Curse condition on the target, and prevents it from using Soulstones, normally used as a means of setting up an enemy Master or Henchman for destruction by preventing them from using soulstones for damage reductions or suits needed for triggers. (Ram) Prick does two points of getting high damage. Just keep in mind that(Book) Feet to the Flames inflicts Burning +2 on the target, and if this is done to a Voodoo Doll it will cause four points of damage in the Sewn Fate target takesnext upkeep phase. The enemy model will cap out attake 2 points from burning, and 2 points from when the doll gets damaged by burning. (Crow) Just a Drop inflicts Poison +4 on the target, and if done to a Voodoo Doll's remaining wounds.Doll, will cause two points of damage to the Sewn Fate model.
    Obey is
    ...
    this Activation. ItShe has a range 12",high Ca 7 and a Ca 7mask resist Wp,mask with it, but it does have a TN14, so she's really good at making it hit. If you find you need some help you can getfail from your Sewn Fate which gives you a +flip, or numerous othertime to time. Its one foot range is not typed, so ignores engaged models that give out Wp penalties and debuffs. It does, however, havecover. The ideal setup is to get a TN 14 mask, soVoodoo Doll out, and put Sewn Fate on the model you will need at least a 7want to cast it, which mostly matters when using ittarget with Obey; then Zoraida gets a positive flip on your own models.the attack.
    Obey is a utility spell that can be used in a variety of ways. It can get your models to walk into position, to attack, or to gain Conditions such as Focus or Defensive. When building a crew take the time to look over each model's card and ask yourself, "what could this model do with an extra AP?" The more it would benefit the more it will like running with Zoraida. Also make sure to not do any conditions that only last "until the end of this Activation" as those will generally be a waste of Obey. You can also make enemy models attack each other, move into dangerous positions (Charge lanes, Hazardous terrain, Terrifying, etc.), or just miss out on VP. Just remember that you'll need a 7 in hand to guarantee it will succeed on a friendly model. If you're targeting an enemy model note the difference between Z's Ca 7 and the target's Wp. if their Wp is low enough then mid cards will probably be enough (remember you only have to tie the duel). If you do not have the cards in hand, then it's normally not worth depending on the flip (unless you're getting +flips, see above).
    Bewitch is one of Zoraida's ways to generate cards (lots of cards). It's a range 12", Ca 7, resist Wp that applies the Bewitched Condition to an ENEMY model. This Condition allows Zoraida to draw 2 cards whenever the target model declares a Walk, Charge, or Attack Action that wasn't generated by a Charge. This spell works well with Obey, you can draw up to 4 cards during your activation by forcing a Bewitched model to walk around or perform attacks.
    You'll want to use Bewitch on a target that hasn't activated yet, which normally means early in the turn, but it lasts until the end of the target's next Activation so it'll roll over to the next turn if you absolutely have to wait to Activate Zoraida. It should go without saying that this also works best on a model that's going to Walk or Attack a lot, especially if they have extra AP. Note that while it would be really nice to Bewitch your own models you cannot, as the spell only affects enemy models.
    You Remind Me of the Babe is one of Zoraida's Tactical Actions, but it's the other way that she really messes with your opponents models. It's a (2) Action that summons a Voodoo Doll within 6" and sacrifices any other friendly totems. That's a lot of AP to spend, but the Doll gets a free Hem when it's summoned so that helps make up for it. The Voodoo Doll is the primary way that Zoraida is going to put damage on other models and there are an insane number of combinations that can create some maddening shenanigans with the right crew combination. There's more on the Voodoo Doll's page, so make sure to check it out.
    xResilianceResilience
    Zoraida's 10 Wp is the highest in the game, so you shouldn't have to worry to much about anything that targets it. Her Df, though, is only average at 5, and she only has 10 Wd. So a concerted effort against her can put her down. Luckily she has some other tricks up her sleeve to keep her safe.
    Proper Manners gives all Attack Actions against her a negative flip, unless the Attack benefits from Focus. This is a bit awkward, since a Focused Attack will still get a positive flip. This makes snipers and other models who often gain Focus a real threat to Zoraida. Best bet is to keep he out of their sights, or give them a another target to worry about.
    Zoraida has a trigger while resisting on Df called Regret, which requires a mask (not built in). If an opposing model inflicts moderate or severe damage on Zoraida, its Activation will immediately end. It's mostly useful against things with a built-in positive twist to attack/damage, but can also force an enemy master to deal weak damage from a Focused shot or forfeit their last AP. So it's not really worth spending a stone for the mask, but if you flip the mask or can cheat in a moderate card for it then it's definitely worth declaring.
    If you're using the Voodoo Doll (which you should be) remember that due to it's Bound Ability you'll get a +flip on ALL duels (even resistance duels) against the model with the Sewn Fate condition. This can help protect you against heavy hitters that you're likely wanting to use against it's own crew to begin with.
    If she gets surrounded by enemies she's got Repulsive to push enemy models away. They'll have to pass a TN 17 Wp duel or be pushed away from Zoraida until they are no longer within 6". That's an incredibly high TN (needing an average of 12+ to pass), so they'll have to burn one of their best cards to stay engaged. In almost all cases this is going to give her some breathing room when she most needs it.
    Zoraida's best defense is staying out of the thick of it and using the rest of her crew to tie up enemy models. Obey and Bewitch both have a range of 12" so you'll want to keep around that distance as much as possible. If you're using Hex Bag and her Voodoo Doll to spread out conditions, remember that Hex has a range of 6" and Hem has a range of 10", so you'll have an effective 16" range for that. But, don't forget the Voodoo Doll's Bound ability that will make Obey and Betwitch much easier to use. So, again, 12" is your best bet.

    Upgrades
    Zoraida has a lot of great Upgrade options, both personal and general, so it can be tempting to bloat her down. Fight that temptation. Focus on the Strategy and Schemes and only take the Upgrades that are going to get you VP. Remember that she's only going to have 3 AP a turn, so having a lot of options is only going to help if their options you might actually use.
    Zoraida's Specific Upgrades
    Crystal Ball vs. Animal Shape (Limited)Crystal Ball vs. Animal Shape (Limited)
    ...
    Crystal Ball gives you the Glimpse ability, which lets you draw a card, make your opponent discard a random card, or look at three of their cards. This happens at the beginning of her Activation, so it doesn't cost any AP. That alone makes it pretty awesome. But it's flexibility lets you really mess with how the rest of the turn will play out. A lot of times you'll either draw a card or make your opponent discard, but don't forget that chipping away at your opponents had can greatly reduce their options. If you have a tendency towards analysis paralysis you should steer clear of looking at your opponent's cards as too much information can be overwhelming.
    Animal Shape gives Zoraida some incredible mobility. Raven Form is a (2) action that places her within 15", which means she can get halfway across the table whenever she needs to. You can't take Interact Actions after you use it, so if you're trying to drop Scheme Markers make sure to do it before you fly away. It's also AP expensive, so you shouldn't be using it every turn, but for 2 SS you can pretty much guarantee you'll succeed at Entourage or deny Assassinate.
    Crystal Ball is normally the more flexible option, but don't hesitate to take Animal Shape if you need the mobility to score VP. Crystal Ball isn't a must have either, so if you need those 2 stones somewhere else then you can leave it out.
    Hex BagHex Bag
    This gives Zoraida the (0) Hex, which pops a debuff on the target depending on the suit of the duel. On a ram it does 2 damage, a tome gives Burning +2, a crow is Poison +4, and a masks blocks the target from using Soulstones until the start of it's next activation. It's short ranged at 6", resisted with Wp, and only a mask is built in, but the good news is you only need a 4+ to succeed. For the most part you're going to use this on your Voodoo Doll to force conditions on enemies through Sewn Fate. Which condition you choose will depend on your crew and what you're facing. Burning is your primary go to as it equals 4 damage at the end of the turn (2 from Burning and 2 from Sewn Fate when the Doll takes damage), but if you're running with Wicked Dolls or Performers then Poison is a great option as well. Blocking soulstone use is a great setup for taking out Henchmen, and the 2 damage is a way to finish off a model if need be. Since Zoraida doesn't have a (0) otherwise, it tends to be an auto include for most players.
    ...
    Liquid BraveryLiquid Bravery
    While it does turn a Ca 8 Lure from a possible threat to something she'll just laugh off, Zoraida herself has little need for Liquid Bravery. The +2 Wp Aura, however, makes this a very good Upgrade for Zoraida in the right circumstances. As a support Master she'll generally be well-positioned to help her crew with this and if she's taking a crew full of low-Wp models (which is typical for Gremlins), they'll greatly value the buff. Against factions with a lot of Wp-based attacks or Horror Duels (e.g. Neverborn and Resurrectionists), you should consider Liquid Bravery to almost be an auto-include.
    Ancient InstinctsAncient Instincts
    Quality Mash LiquorQuality Mash Liquor
    For 1 AP, she can heal someone for 1/2/3. Useful, but if you're just keeping Voodoo Doll alive, then you should've gone with the Tarot Reading Upgrade for its Mend Action. This moonshine Upgrade is more useful when other friendlies are expected to stay within 2" of Zoraida.
    ...
    Hem a friendly model and then push it all over the place with Dance, Puppet. This can be more card efficient than multiple Obeys, but requires Zoraida to be within 1" of and have line of sight to the Doll. Since it's a push it can useful for rescuing a friendly from melee or getting them through severe terrain. Remember that only enemy models with the Sewn Fate Condition suffer wounds and Conditions placed on the Voodoo Doll.
    Tricks and TipsLeading a Crew
    ...
    dual faction, Entrhall,Enthrall, and Bayou
    Strategies and Schemes
    Zoraida works best at accomplishing positioning (e.g. Turf War, Reconnoiter), interaction (Cursed Object), and marker (Stake a Claim) basked schemes. But with the right crew killing schemes aren't a problem either, she's just not going to be doing the heavy lifting.
    ...
    Building a CrewBuilding a Crew
    Zoraida has a lot of options, and really works best when you understand how much she can grease the wheels of all your crew's moving parts. Because of that it's probably best to break it down to it's various components. We'll start off with just faction specific models - Gremlins and Neverborn. After that we'll talk about Swampfiend focused lists, how Enthrall lets you pepper in surprises, and finally wrap it all together (hopefully).
    Neverborn Crews
    Widow Weaver
    Iggy
    Swampfiends

    Bad Juju is her iconic Henchman that comes in her crew box. He's an annoying tarpit that can drain your opponents cards, hand out decent damage, paralyze, and keep coming back from the dead. He's a great front line of defense, but really only shines in a Swampfiend heavy crew. If you're mixing and matching Barbaros is probably a better choice.
    Silurids are one of the best scheme runners in the game, but they're also a little pricey. You'll get three in her crew box, but normally can't afford to run more than two (if that). They're highly mobile, decently defensive, and are masters at taking Interact actions. Their downside is that they're 7 stones a piece and are only slightly better than their younger brothers, The Gupps, which cost 4 stones. Depending on your play style and collection of models you'll probably find yourself taking 2 Gupps and getting more work out of them for 6 stones less than 2 Silurids.
    Waldgeist are one of the only tanky models in a faction of softies. They can get a 4" melee range if they're in severe terrain, take some effort to kill, can deploy up field with Hexed Among You, hand out Rooted and Slow, and if they die they bring back Bad Juju. All that for just 6 stones. If you need some defense and board control they're definitely taking one or two.
    Spawnmother
    Will-o-wisp
    Mctavish
    The First Mate
    Bayou Gators and Wild Boars

    Enthrall
    This lets her hire (as a Mercenary) any Living Model with a Wp 4 or lower, because she an brainwash them or whatever (which is fun). But since it takes up a merc slot and costs an extra stone take a second to think about your choices, because (frankly) some options are clearly better than others. Here's a collected list with some quick notes about how well they work (out of faction) with Zoraida specifically. Note that Swampfieds have their own section above.
    Guild: Papa Loco
    ...
    to a modelsmodel's damage, and
    Resurrectionists: Nurse
    ...
    resist. See Tips and Tricks abovethe Voodoo Doll for more
    Arcanist: Silent One, Malifaux Raptor
    ...
    have some very unique powers
    ...
    a Gremlin then don't take
    Neverborn: Iggy, Depleted, Gupps, Silurids
    If you're declaring Gremlins, then Iggy is amazing. The Burning and Wp penalty are nice, but Mood Swings is where he really earns his keep. Adding in more activation control to a faction that tends to out-activate their opponents can really throw off any plans they might have made.
    ...
    Gremlins: Lenny, Bayou Gremlins, Hog Whisperer (already Mercenaries), War Pig, Piglet, Pere Ravage, Rami LaCroix, Raphael LaCroix, Gremlin Taxidermist, Wild Boar, Bayou Gator
    Ten Thunders: Ototo, Samurai
    ...
    maybe not.
    Gremlin Crews
    Zoraida does well with pigs and Rooster Riders as well, because she
    Ototo is a tank of a henchman that can make them Charge aswhack a (1) Action, but she'll probably need some GremlinsVoodoo Doll with his club to help keepinflict slow on the pigs calm.linked model.
    Playing Against [MasterPlaying Against Zoraida
    Be aware of models that are vulnerable to Obey! If you have a model that can explode itself, or hit for massive damage, keep it away from friendly models! Don't put your models on elevation they can walk off of, and stay away from hazardous terrain.
    ZoraidaDo everything in your power to keep the Voodoo Doll from casting Hem on your models, and especially stop it from casting it on your heavy hitters. Know that the Zoraida player will be doing the same, and will try to use Bewitch and Glimpse to give themselves an advantage in their control hand.
    Zoraida
    isn't impossible
    ...
    from flying away.away, but what you really want to do is concentrate on destroying her crew from weakest to strongest model. Zoriada is a backfield manipulator, and can only get your crew members to attack each other once before moving on to the next Obey target. If there are Will O Wisps in the enemy crew, concentrate on killing them first, as they can cast Zoraida's pile of (2) Tactical Actions as (1) Tactical Actions. You could find up to 18 points of damage coming from Sewn Fate in a single turn with both Zoraida and a Will O Wisp casting You Remind Me of the Babe each turn.
    What you want and need, like in most crews, is condition removal. With enough condition removal, and some judicious cheating, you can neutralize her threat.

    Ownership
    Unless otherwise stated, all names and images on this site are property of Wyrd Miniatures, LLC. (Link)
    (view changes)
    1:37 pm
  8. page M2E Pandora edited ... UpgradesUpgrades The Box Ope {http://www.wyrd-games.net/Display/PandoraAlt.jpg} ns - One of t…
    ...
    UpgradesUpgrades
    The Box Ope {http://www.wyrd-games.net/Display/PandoraAlt.jpg} ns - One of two Limited upgrades for Pandora that causes her to be called Box Pandora. This gives her Terrifying (All) 13, increasing her resilience, and adding yet another way to deal damage with Misery. This upgrade provides the Those Who Dwell Within attack that targets Df, and provides a damage track of 1/3/4. The damage isn't great, the range is short, and it won't trigger Misery damage, but the attack gives an option against models that are tough against Wp attacks like Zoraida. It also has two triggers, one that forces a TN 13 horror duel, and another that strips all immunity to the Paralyzed condition and horror duels, including the immunity gained by passing a Horror duel. A model that passed a horror duel caused by a model could be forced to take it again in the same turn. Terrifying helps Pandora to hang out in the thick of things. She becomes more difficult to hit, making her a less desirable target, and allowing her to carry on without worrying about being pulped. Pandora can be played as an in-your-face damage-dealer, but it really requires this upgrade to do it, and some enemy models (or even entire crews) will be highly resistant or even immune to this strategy.
    ...
    at all!
    Voices gives Pandora an effective attack against models that are highly resistant to damage. This can be combined with the Mood Swing condition inflicted by Pandora's Incite and Candy's Wail attack to force the paralyzed model to activate before your opponent can use other models like Witchling Stalkers or Nurses to remove the condition. This can work especially well when combined with Ill Omens from the Doppleganger to ensure you win initiative on the next turn.
    Fugue State is one of the two remaining upgrades exclusive to Pandora. It controls your opponent's ability to score with interact actions. Enemy models that declare an interact within eight inches and LoS of Pandora must pass a TN15 Wp duel or take a point of damage; plus an extra point from Misery if they're within 6" of Pandora or a Sorrow. It also adds the Nullify attack to Pandora, which targets Wp (Misery!) and makes the target Insignificant, removing its ability to take interact actions. It works well if you like playing a purely control-oriented Pandora, one that focuses less on damage and more on really messing up the opponent's game plan. It still has a heavy Wp duel focus, though, meaning Misery will come into play if you're close enough, or if you have Sorrows near your targets.
    ...
    Murder Protege - For reasons similar to Assassinate, Pandora can take down many of the game's heavy-hitters by turning their weapons against them. If the enemy's highest Soulstone cost model has a good damage spread and fairly low Wp, Pandora should be able to take it out easily, especially if it is an Enforcer instead of a Henchman since Enforcers cannot Use Soulstones.
    Denial
    ...
    game with Interference as the Strategy, andfollowing:
    Strategy - Guard the Stash : Keep models near two markers on centerline at end of each turn.
    Scheme -
    Claim Jump, Frame for Murder, Leave Your Mark, Undercover Entourage,Jump: Put two scheme markers near centerline, and Shownot next to enemy models or each other, to score at end of Force ineach turn.
    Scheme - Eliminate
    the scheme pool. This isLeadership: Murder the enemy Leader
    Scheme - Dig Their Graves: Kill an enemy near
    a great timescheme marker once per turn to buildscore a control-based Pandora with Voices and Fugue State. You need never lose VP to Frame For Murder, because insteadvp
    Scheme - Hidden Trap: At end
    of killinggame, score a VP for each enemy models, you'll be paralyzing them, though if they're sneaky, they can intentionally fail Wp checks inside Misery aurasmodel near a friendly scheme marker
    Scheme - Recover Evidence: Opponent puts up to five markers each next
    to force it. Interference is no good for Box Pandora, who can only control one corner of the board, but if you paralyze or Mood Swing enough of your opponent's models they're goingmodel. Take an interact to be messedpick one up pretty badly.
    As mentioned earlier, the Mood Swing
    for VP.
    Pandora has limited ability to deal with scheme markers, but this pool has four schemes that reward scheme marker placement, so you'd better take Fugue State. Pandora is incredibly efficient at killing in her 'Box' incarnation,
    and Nobody Likes Me conditions can be usedin her way able to foulgo toe to toe with enemy Masters. In this case, with the entire pool oriented around getting up your opponent's plans. Atclose and personal to claim markers or do interacts, The Box Opens, is the time of this writingclear winner. Any one of a few different upgrades, or none, will work for the more hated combinations of models is McCabe, Yasunori,third. Pandora will probably want to take a Sorrow and the Shadow Emissary in Ten Thunders. McCabeCandy, and put Depression on Candy, so she can reliably get the Shadow Emissary give booststriggers to inflict Mood Swing or heal models. I'd recommend taking 'Eliminate the Yasunori, which in turn can shred half a crew inLeadership' and 'Claim Jump', because scoring VP off Claim Jump is a single turn. However, a Voicesgreat way to lure enemy models up near Pandora can useand her Sorrow. Stay far away from schemes like Hidden Trap, which requires both scheme marker placement, and leaving enemy models alive by the Mood Swing, paralyze,end of the game. Not unless you go with 'Voices' Pandora, and Nobody Likes Me conditionsplan to repeatedly paralyze enemy models with an eye to keeping them alive to foul the combo before it gets offend of the ground.game.
    Building a CrewBuilding a Crew
    {sorrow.jpg}
    ...
    Sorrows - The box set comes with three of these, and they are the weakest and cheapest of her Woes, though they are still a bit expensive given their fragile nature. Sorrows have low Df, low Wd, and only Incorporeal to reduce damage they take, which does nothing against untyped attacks. Pandora's Martyr ability can help keep Sorrows alive a bit longer, but they will be a high priority target for opponents experienced enough to know what happens when their models get caught inside multiple Misery auras.
    Poltergeist - The poor poltergeist suffers the same problem that many Neverborn totems suffer. The Primordial Magic is cheaper and better in many respects, and a lynchpin model for Voices Pandora. The Poltergeist has been given a new lease on life in Box Pandora lists when used with Will O Wisps. The Poltergeist is still good in Box Pandora lists, where it clumps up with Pandora and Sorrows to inflict negative flips on Wp duels, and force additional Wp duels and discourage your opponent from charging your models with Paranormal Activity markers. It is nearly unique among totems in being a minion that can take interact actions.
    **Candy**Candy - Candy
    ...
    incredibly survivable.
    **Kade**

    Kade
    - It's
    ...
    Kade, Lilitu hasand Lelu have supplanted him and Teddy in the
    Models That Are Good With Pandora
    Stitched Together - Pandora loves minions that cause Wp duels so these guys are a no-brainer. They are slower than many other models she typically takes, so watch out for them lagging behind.
    Insidious Madness - It has the word madness in its name, definitely up Pandora's alley. Everything it does is Wp based. It's also very fast and great at completing Schemes, especially since it's Incorporeal. It has supplanted the Sorrows in the opinion of many players, as it costs the same number of points, has better defenses, inflicts Wp penalties, is faster, and forces your opponent to discard cards if they want to cheat on Wp duels!
    Iggy - Another of the child-themed Woes, Iggy brings ranged damage plus an additional Incite to Pandora's crew. He also has Martyr, meaning he can help keep other Woes alive at his own expense.
    ...
    a hug!
    **Doppleganger**
    He is relatively fragile and slow, so ranged crews can make short work of him.
    Doppleganger
    - It's
    ...
    on initiative. It's ability to replicate the condition inflicting attacks from your otherMake sure there are models is no small thing either.
    **Lelu**
    that have attacks that don't rely on triggers or require suits not baked in; Don't copy Candy with it!
    Lelu
    - Taken
    ...
    of survival.
    **Lilitu**

    Lilitu
    - She
    ...
    game, and incredibly survivabletough with her
    Bad Juju - He's Terrifying and has a 0AP action that causes Wp duels. His only problem with Pandora is that he can't always keep up with the rest of the crew.
    Barbaros - The main reason to take him is in a Box Pandora list for his Challenge action, which forces enemy models to succeed at a Wp duel before they can attack any model other than Barbaros.
    Widow Weaver**Widow Weaver** - She
    ...
    for Pandora. Number of Horror Duels
    ...
    web markers whomwhich will reduce
    ...
    most resilient modelmodel, and will
    ...
    many masters. If she can be said to have any disadvantage, it's that she's very popular, so canny opponents will have plans in place for dealing with her.
    {http://i255.photobucket.com/albums/hh157/nix603/Malifaux/Logo/Candy_zps26f21cd9.png}
    Playing Against PandoraPlaying Against Pandora
    ...
    common build.
    Regardless

    Regardless
    of which
    ...
    than just Pandora, but it's especially good against her.Pandora anyway. If you're
    ...
    models like Lelitu, Sorrows, Widow Weaver,Lelitu and Will
    ...
    example. She's alsoslightly less vulnerable
    ...
    of them.
    Again, this is hardly advice unique to just this one Neverborn Master. Neverborn masters delight in screwing up your elaborate and careful plans, so when up against Neverborn, try to avoid crews that require careful chains of activations unless each model in the sequence can do Chain Activations.

    Ownership and Credits
    Unless otherwise stated, all names and images on this site are property of Wyrd Miniatures, LLC. (Link)
    (view changes)
    11:39 am

Monday, June 19

  1. page M2E TypeList edited ... Sandeep Desai Sanctioned Spellcaster Shastar Vidiya Guard Student of Sinew Student of St…
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    Sandeep Desai
    Sanctioned Spellcaster
    Shastar Vidiya Guard
    Student of Sinew
    Student of Steel
    ...
    Yin the Penangalan
    Bandit
    Bandido
    Dead Outlaw
    Mad Dog Brackett

    Parker Barrows
    Wokou Raider
    Beast
    Blessed of December
    Canine Remains
    Cojo
    Corrupted Hound
    Dawn Serpent
    Golden Piglet
    ...
    Night Terror
    Piglet
    Poison Gamin
    Razorspine Rattler
    Rogue Necromancy
    Rougarou
    Sabertooth Cerberus
    The Scorpius
    Shikome
    Silurid
    ...
    Cursed
    Jack Daw
    Hodgepodge Emissary
    Darkened
    Beckoner
    ...
    Mysterious Effigy
    Shadow Effigy
    Emissary of Fate
    Arcane Emissary
    Brutal Emissary
    Carrion Emissary
    Hodgepodge Emissary
    Lucky Emissary
    Mysterious Emissary
    Shadow Emissary

    Fae
    Titania
    Aeslin
    Bandersnatch
    The Gorar
    Rougarou

    The Tooth
    The Claw
    ...
    Slop Hauler
    Somer Teeth Jones
    Survivor
    Swine-Cursed (sometimes)
    The Brewmaster
    ...
    Exorcist
    Death Marshal
    Death Marshal Recruiter
    Lady Justice
    The Judge
    ...
    Penelope
    Horror
    Archie
    Crooligan
    Draugr
    Guild Autopsy
    Killjoy
    ...
    Punk Zombie
    Rogue Necromancy
    Sloth
    Student of Sinew
    Student of Steel
    ...
    Pale Rider
    Journalist
    Allison Dade
    Field Reporter

    Nellie Cochrane
    Phiona Gage
    The Printing Press

    Kin
    Francois Lacroix
    ...
    Ototo
    Torakage
    Wokou Raider
    Yamaziko
    Lost
    ...
    Ramos
    Ryle
    Shastar Vidiya Guard
    Soulstone Miner
    Steam Arachnid
    ...
    Mr. Tannen
    The Scribe
    Terracotta Warrior
    Nephilim
    Angel Eyes
    ...
    Cherub
    Enslaved Nephilim
    Hayreddin
    Lelu
    Lilith
    ...
    Oni
    Akaname
    Amanjaku
    Ama No Zako
    Asami Tanaka
    ...
    Ohaguro Bettari
    Tengu
    Yasunori
    Yokai
    Pig
    ...
    Arcane Effigy
    Brutal Effigy
    Bunraku
    Carrion Effigy
    Coryphee
    ...
    Retainer
    Ashigaru
    Goryo
    Komainu
    Onryo
    Sun Quiang
    Revenent
    Corpse Candle
    Draugr

    Reva
    Shieldbearer
    Vincent St. Clair

    Rooster
    Rooster Rider
    ...
    Coryphee
    Coryphee Duet
    Ice Dancer
    Mannequin
    Oiran
    ...
    Zipp
    Spirit
    Corpse Candle
    Datsue Ba
    The Dreamer
    ...
    The Drowned
    The Hanged
    Will O' The Wisp
    Swarm
    Gupps
    ...
    Waldgeist
    Wild Boar
    Will O' The Wisp
    Zoraida
    Tormented
    ...
    Montressor
    Pale Rider
    Rougarou
    The Guilty
    The Tooth
    ...
    Malifaux Rat
    Rat King
    The Winged Plague
    Void
    Nothing Beast
    ...
    Witchling Stalker
    Witchling Handler
    Witchling Thrall
    Woe
    Baby Kade
    Candy
    Doppleganger
    Field Reporter
    Iggy
    Insidious Madness
    (view changes)
    5:09 pm
  2. page M2E TypeList edited ... Hamelin The Stolen Nix Obedient Wretch Rat Catcher ... Necrotic Machine Night Terror …
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    Hamelin
    The Stolen
    Nix
    Obedient Wretch
    Rat Catcher
    ...
    Necrotic Machine
    Night Terror
    Nix
    Onryo
    Philip and the Nanny
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    Undead (Not Resurrectionist)
    Titania
    Abomination
    Ashen Core
    Ashes and Dust

    Aeslin
    Desolation Engine
    Dust Storm
    Hollow Waif
    Jack Daw
    Montressor
    Pale Rider
    The Guilty

    The Tooth
    The Claw
    ...
    Witch Hunter
    Dr. Grimwell
    Nurse Heartsbane
    Orderly

    Samael Hopkins
    Sonnia
    (view changes)
    4:07 pm

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