Colette+Du+Bois

include page="inc_1.5rules" **Colette Du Bois, Arcanist Master**

toc =__Overview__= As one of the more rules-heavy models, Colette can be effectively used to generate Soulstones (Soulstone Factory), create Mechanical Doves (Dove Factory), move and reposition your Showgirls, and attack with spells in melee.

Colette's crew is normally recruited from her troupe of Showgirls and her Mechanical Dove totem to make use of her Talents. When in need of heavy damage or ranged attacks she can hire other Arcanists or Mercenaries to do the job.

=__Mobility__= Colette can be a very mobile master with the help of other Showgirl models. //Illusionist// allows her to switch places with any friendly Showgirl model within 18", even if the Showgirl is out of Colette's line of sight.

//A Blinding Flash// is a Df trigger that acts much like //Illusionist// when Colette is attacked. Have a friendly model (preferably a Mannequin) attack Colette with a weak attack such as Bash. The attacker will be inflicted with Slow and Colette will switch places with another Showgirl. Inflicting a Mannequin with Slow will not hinder them because they are already Slow.

Colette can cast //Disappearing Act// on friendly models, then use //Illusionist// to switch places with Cassandra, Coryphée, or Coryphée Duet to move slower or more vulnerable models where you want them. If you can get an additional Mask into the casting cost you can be refunded the Soulstone via the //Sleight of Hand// Trigger. One way to Guarantee the Mask is to have a Mannequin cast //Tricks of the Trade//. You can bury up to 4 models, then have another Mannequin hit Colette with a Bash melee strike and activate her //A Blinding Flash// Trigger.
 * Colette's APC Technique** †

† //APC is an abbreviation for Armored Personnel Carrier, the name of a military transport vehicle.//

=__Offense__= Colette lacks any melee or ranged weapons (except Bash), but her high Ca and ability to use Soulstones make her a powerful spell caster. Although her spells can easily hit most models, her average damage output means she should attack with other models to whittle down an enemy model's wounds to zero.

Disappearing Act
This spell is neither ranged or melee. It is best used before your target has activated to deny your opponent the chance to activate the model during the turn. If successful the target is buried until the Closing Phase at the end of the turn when it is returned to play near Colette. The buried model may be placed on the other side of a wall, or within hazardous terrain as long as the model can normally fit into the space. If the Mannequin Replacement trigger is activated then the model is replaced with a Mannequin, but unless the Mobile Toolkit gives Colette a second Tome to her casting there is about a 50% chance it won't trigger. Before casting this spell you should have a plan of what to do if //Mannequin Replacement// does not trigger. This spell is handy for taking opponents models away from objectives and pulling models away from their support. One nice trick is to grab your victim of choice and move them to a location where you can then gang up on them with your other models.

Discharge Soulstone
This spell is good for softening up enemy models at a long distance and damaging armored models.

Magician's Duel
Enemy models with a low Ca stat are good targets. Models with the Use Soulstone ability (all Master, Henchmen, and some Showgirl models) will also receive a -2 Ca when resisting the spell.

=__Resilience__= Colette is a difficult master to kill due to her ability to perform a Healing Flip as a //Slow to Die// action. However, Colette is a living model and therefore still subject to Morale Duels (including Terrifying), and Moral Duels when defending against religious zealots.

Colette has above-average stats when defending and resisting with Wp and Df. However, she has a low number of wounds. As a //Slow to Die// action she can normally perform a Healing Flip; if she is unable to perform a Healing Flip due to being Paralyzed, out of Soulstones, or flips a Black Joker for her Healing Flip she can be killed.

Special Charm
This ability boosts the Wp of other friendly Arcanist models who are near her. This mostly benefits the Performer's //Poison Ring// melee Strike which may use her Wp stat and her //Mesmerizing// Action.

A Blinding Flash
This trigger requires that Colette be attacked regardless if the attack is successful or not. It is not uncommon for a player to cheat in a lower valued Tome suit to make getting hit easier to cause the attacker to be inflicted by Slow and for Colette to switch places with another Showgirl. Switching places is required for this trigger to go off so try to keep Colette from getting isolated.

Slow to Die
When Colette's remaining wounds are reduced to 0 she may survive as long as she is not Paralyzed and has at least one Soulstone (including her Artificial Soulstone) available. You will usually perform a Healing Flip which gains a Positive Twist from her //Soulstone Augury// ability, but if you can cast Death Defying then you can switch places with another Showgirl before it is sacrificed to get Colette somewhere safer. Be careful, if the Healing Flip results in a Black Joker then Colette will be killed.

Instant-kill
Some models have instant kill Talents or Spells. The reason doing a Healing Flip as your //Slow to Die// action will not help is because your model is being killed by a game effect, not due to lack of wounds. Watch out for //Headshot//, //Decapitate//, //Heart Stopper//, //Entropic Transformation//, and anything else that says "Kill target model. . ." or something similar.

=__Soulstones__= To use a Showgirl crew effectively you need know all the uses of Soulstones, and how to manage them as a resource for all of your Showgirls. If you do not manage your Soulstones correctly, you will be limiting your options and be forced to use Colette to create more Soulstones using her //Soulstone Manipulation// ability.

=__Tricks and Tips__=

Artificial Soulstone
Colette has a high dependency on Soulstones. Fortunately for her, Ramos gave her an //Artificial Soulstone// which recharges once per turn. This helps slow the rate which Colette and her crew burns through Soulstones. Reminder: You may not summon models using the //Artificial Soulstone//.

Soulstone Augury
This ability gives Colette's flips a positive twist any time she discards a Soulstone and flips a card. This also applies when a Mechanical Dove is sacrificed as a Soulstone due to the Dove's //Soulstone Powered// ability.
 * Spending a Soulstone to add to all Simple Duel totals (including Casting and Resist duels).
 * Spending a Soulstone to add to all Opposed Duel totals (including Melee and Ranged strikes).
 * Healing Flips.
 * Damage Prevention Flips.

Be aware that when a Spell states "Discard one Soulstone" it is a cost that is paid //after// the spell is successfully cast and therefore does not benefit from Soulstone Augury.

Soulstone Infusion
This action gives Colette Reactivate for the cost of one Soulstone (usually your //Artificial Soulstone//). A second activation allows Colette to use //Soulstone Manipulation// a second time in a turn which is useful in turns where you have four low cards in your hand or during turns where you are moving into position and don't need to cheat fate. A second activation also helps keep you from running out of models to activate before your opponent. Later in the game if you are low on Soulstones it may be more beneficial to use Colette's //Artificial Soulstone// to cast //Discharge Soulstone//, //Disappearing Act//, or to make a healing flip as a //Slow to Die// action instead of giving her Reactivate.

Soulstone Manipulation
Early in the game (usually turns 1 and 2) you are less likely to need control cards to use to cheat fate. To make use of these cards you can use //Soulstone Manipulation// once per activation to discard two control cards to gain a Soulstone. Later in the game if you have a lot of Soulstones, but are running low on high Control Cards you can discard one Soulstone to draw two control cards. //Soulstone Manipulation// is all about resource management.

Dove Factory
As a (0) action Colette can summon a Mechanical Dove. This is usually done during her Reactivation (or second activation during the turn) because Colette usually uses her (0) action during her first turn to gain Reactivate.

Ronin Factory
This is an expensive technique which probably won't be done more than once a game. First, there must be at least one Ronin in play controlled by any player at the time you attempt to summon a Ronin. Any of your models with the Use Soulstone ability may spend 1 AP and discard 5 Soulstones during its activation to summon a Ronin during the Closing Phase of the turn. Be careful, if the summoning model is killed before the closing phase then the summoning happens in your deployment zone instead of within 6". Because the Ronin won't be able to activate this turn it will not receive Slow when it first activates. This technique isn't used very often, but can be useful for taking your opponent by surprise.

Soulstone Factory
One of the most obvious uses for Colette is to use her //Soulstone Manipulation// action once each activation to discard two control cards from your hand and gain a Soulstone. By taking Colette's Soulstone Infusion action using her //Artificial Soulstone// each turn she can create up to two Soulstone each turn.

Hazardous Terrain
If there is any sort of Hazardous terrain on the table (bottomless chasm, lava, acid pools, Kaeris' Immolation markers, etc. . .) then at the end of the turn when models she buried return to play they may be placed inside of the hazardous terrain where they will either take damage, or be instantly killed.

== =__Strategies and Schemes__= Quite often it is very important to setup terrain to give cover from ranged attacks from either side of the table. You should also make sure a 50mm Wagon Marker will be able to make it from each table edge to the center of the table in case either of you flip the Supply Wagon Strategy. If any player flips the Plant Evidence Strategy you should attempt to place at least two pieces of terrain completely within each deployment zone and at least two, if not more, completely within each half of the table.

Quite often it is the mobility of Cassandra, Coryphée, and Coryphée Duet which makes certain Schemes much easier to pull off.

The mobility of Cassandra, Coryphée, and Coryphée Duet make this strategy much easier. Some enemy models can make arming the Dynamite Markers difficult by completely keeping the markers completely within their melee range. Lilitu has a melee range of 4" so if she is located between two dynamite markers about 6" apart then her melee range covers both markers. Also, models like Teddy are difficult to kill and //Immune to Influence// which prevents your Performers from luring them away with their Siren Call spell. Fortunately, Colette's Disappearing Act works well on all models except for Masters, or the Henchmen when it leads your opponent's crew. Against enemy models with ranged attacks it is important to place the Claim Marker behind some sort of cover to limit the effectiveness of their attacks.
 * A Line in the Sand [Easy]**
 * Claim Jump [Easy to Moderate]**

The Showgirls are capable of killing most models when you can swarm one target, though planning and a little luck go a long way. However, a few models (Kirai, Colette, The Dreamer, Pandora, Hamelin the Plagued) have abilities that make them more difficult to kill while they have certain other friendly models still in play.
 * Contain Power [Moderate to Difficult]**

Using a mobile model in your crew should make this an easy Strategy to pull off. However, keeping that model from being killed may be a bit difficult.
 * Deliver a Message [Easy]**

Cassandra and Coryphée Duet should have no trouble getting to the Evidence Markers. If necessary, have Colette use //Illusionist// to move in, then cast //Disappearing Act// on enemy non-master models preventing you from interacting with the Evidence Markers.
 * Destroy the Evidence [Easy]**

Some leaders have low mobility which makes this Strategy very easy. Other leaders are very mobile (Kirai, Colette, The Dreamer, Collodi) and will have no trouble getting to your deployment zone to deny you 4 VP.
 * Distract [Easy to Difficult]**

Although getting to your opponent's deployment zone should not be an issue, if your opponent decides to sit and wait for you then this Strategy basically becomes Slaughter.
 * Escape and Survive [Moderate to Difficult]**

With Cassandra and/or Coryphée Duet your crew should be mobile enough to score at least 2 VP. If all goes well then 4VP shouldn't be difficult either. This Strategy requires your crew's non-insignificant models to outnumber your opponent's non-insignificant models in at least 3 table quadrants. If you have Moleman models available then this is possible, though very difficult to do. However, if you don't have any Molemen you are probably better off discarding a Soulstone to re-flip your individual strategy.
 * Plant Evidence [Easy]**
 * Reconnoiter [Difficult]**

The Showgirls are good at killing one model at a time by isolating one model, then swarming and attacking that model. However, this usually doesn't help much. Showgirls are expensive models and the models you kill will almost always be worth less unless you are able to kill an opponent's master.
 * Slaughter [Difficult]**

Remember, Coryphée Duet is worth 14 Soulstones. Mannequins (including those from Mannequin Replacement) are always worth 0 because they don't replace existing models a nd they have no Soulstone cost.

This is a classic Escort mission. Always keep at least one model within melee range of the Wagon Marker to prevent your opponent from attacking it. Never have any of your models in front of the Wagon Marker at the end of the turn, otherwise you may end up blocking your own Wagon. Instead, position one of you r models so it will be beside the Wagon Marker when it moves at the end of the turn.
 * Supply Wagon [Moderate]**

Once again Cassandra and Coryphée Duet are excellent models for this Strategy. Cassandra's Nimble and Coryphée Duet's Fast allow these models to walk up to three times in a single activation. Remember, models are NOT restricted from picking up the Treasure Counter if they are in melee.
 * Treasure Hunt [Easy]**

Crews with many cheap non-insignificant models will be able to easily outnumber your crew. Plan on keeping your models alive and thinning your opponent's crew from the start.
 * Turf War [Moderate to Difficult]**

With the mobility of the crew, it can be quite easy to get across the board and back again. Cassandra and Colette are especially great for this. Cassandra can move all the way up the board in two turns, Colette can then use //Illusionist//, interact with the terrain piece, then, on her second activation, //Illusionist// back.
 * Sabotage (Arcanist Only) [Easy]**

This is another mobility based scheme right up Colette's alley. With a crew that has two great models who can pass through, moving around has never been quite as easy. However, if your opponent figures out what you're after, you will find getting your third and fourth corners more and more difficult. Your Coryphées are especially great for this, with the ability to move 18'' per turn and exceptional defenses.
 * Power Ritual (//Arcanist Only//) [Easy to Moderate]**

=__Colette in Brawls__= There are currently five masters Colette may partner with in brawls.

There is very little (if any) synergy between Marcus and Colette.
 * Marcus**

Ramos may hire the Mobile Toolkit as his totem (see above) and his Controlled Detonation action is also great for using on Mechanical Doves as well as Steampunk Arachnids. Not a very mobile master and often played sitting somewhere inside of his deployment zone summoning Steampunk Arachnids or Electrical Creation and creating Scrap counters. Fortunately Colette's mobility can help compenstate for this.
 * Ramos**

She brings with her Arcane Reservoir, which increases your control hand size by one. She is also a very powerful caster capable of killing most models in a single activation. Like Ramos, Rasputina is not very mobile although Snow Storm can help her move around. Essence of Power is a good totem for Rasputina to take in most Brawls.
 * Rasputina**

He may be hired into an Arcanist crew with Colette via her //Union Labor// ability. However, you can NOT hire his Mechanical Attendant totem because it is part of the Guild Faction. What is suggested is hiring the //Mobile Toolkit// instead because it can give Colette a third Tome suit to guarantee that Mannequin Replacement will trigger when she casts //Disappearing Act//.
 * C. Hoffman**

The advantage of hiring the Viktorias is that they are two additional Soulstone User models with a high Cb, and high damage with magical melee weapons. They are not a bad choice though many players would rather take the 10 extra Soulstones for not hiring a master over paying 5 Soulstones to hire a pair of Viktorias. The reason for paying 5 Soulstones is actually a game balancing issue because you get two powerful Masters instead of just one, though they don't bring with them any special hiring abilities or synergy with the Showgirls.
 * Viktoria**

=__Building a Crew (//the audition stage//)__= A full list of models available to a Colette crew is shown here. For more specific information about building a Colette crew with some of these models, see the Minions and Henchman section below.

Colette should always have, at the very least, one other Showgirl in her crew. Without other Showgirls, Colette can not use //Illusionist// or //A Blinding Flash//. Colette has some flexibility with her crew with several Showgirls, Kaeris, Union Miners, Johan, and Joss.

When learning to use the Showgirls, using an all-Showgirl crew will help you learn how the Showgirls interact with each other and force you to learn how to compensate for their shortcomings (dealing with Hard to Wound models, keeping Cassandra and the Performers alive, attacks hitting your Mechanical Doves generating blasts which hit your other Showgirls, etc). These crews should consist of Colette and any combination of only Angelica, Cassandra, Coryphée, Mechanical Dove, and Performer & Mannequin models.
 * New to the Showgirls Crews/ Cast**

This minimum build will cost 15 Soulstones. Colette, Cassandra, Performer & Mannequin
 * Showgirl Debuffing Crew**


 * Strengths:** Attacks against a single enemy non-master model are likely to be successful if you can cast the initial debuffs.


 * Weakness:** This build relies on the Performers inflicting Wp duels on enemy models. Models with the //Immune to Influence// Ability will be immune to the Wp attacks of the Performer making them completely useless. Enemy models with //Stubborn// are also very resistant to these sort of attacks making this build ineffective.

You may either bring the fight to your opponent by having Colette cast Disappearing Act on the Performer, then use Illusionist to switch places with Cassandra if she is near an enemy model or you can sit back with your Performers and have them use Siren Call to lure away a single doomed enemy model.

A minimum build will cost 23 Soulstones. Colette, Cassandra, Coryphée, Coryphée
 * Showgirl Melee Crew**


 * Strengths:** This crew configuration is very mobile and does well in melee against crews which are weak in melee. Cassandra, Coryphée, and the Coryphée Duet have high melee Cb stats and Colette and Cassandra have decent Ca stats and spells.


 * Weakness:** Models with a high Wd stat and //Regeneration #//, //Hard to Wound #//, //Armor #//, or Spirit are still difficult to kill. Johan, Joss, Taylor, Steampunk Arachnid Swarm, and Convict Gunslinger models may help your crew become more effective against some of these models.

Such crews should consist of Kaeris, Fire Gamin, Cassandra and/or Coryphée, and Mechanical Doves. In general Kaeris is free to use Soulstones to hit hard and generate Immolate markers which Colette can then use to place enemy models in when they return to play after failing to resist Colette's //Disappearing Act//. Colette's Mechanical Doves are great target's for Kaeris' Overheat Spell. The rest of the crew may be built around your objectives, but should include at least one other Showgirl.
 * Kaeris Crew Build**

Due to Special Forces restrictions you may not take Kaeris and an Arcane Effigy in the same crew.

Having Colette manifest into her Avatar form will change her from a support and offensive Master to a deck manipulation and debuffing Master. To make meeting both of her manifest requirements possible you must take at least one highly mobile Showgirl (Cassandra or a Coryphée or two). Once in Avatar form, Colette will no longer be able to transport or buff the Wp of her Performers, making Performers a less optimal choice. Her Mechanical Dove Totems will also be eliminated when she manifests, but may be what you want to use early on.
 * Avatar Crew Build**

=__Minions and Henchmen__= Below is a list of Minions and Henchmen which work well in Colette's crew. Non-Showgirl models have their factions listed and all models have Characteristics relevant to any crew synergies and restrictions listed.

Some models will fill in specific weaknesses with Colette's crew. Joss and Killjoy are heavy hitters, The Gunsmiths and Convict Gunslingers provide Ranged Strikes, and Johan and the Ronin ignore Armor.

This is Colette's personal totem. Colette may have up to 3 in play at a time and she can summon them. Because these models may be summoned by Colette and used to attack enemy models or as a Soulstone that gives a positive twist to card flips they should be treated as expendable models. They are a solid choice to take regardless of if Colette will manifest later in the game or not at all.
 * Mechanical Dove – Totem**

Some models have Talents and/or Spells which can make the Mechanical Doves ineffective. Sonnia Criid has //Violation of Magic// and //Reflect Magic// and Witchling Stalkers have //Reflect Magic//. Against such crews you may wish to take an Arcane Effigy, Student of Conflict, or no Totem at all.

If you are planning on manifesting Colette into an Avatar and will not take any Special Forces (M&SU Asset) models, then taking the Arcane Effigy will give you Arcane Reservoir and can give Colette (or another Master in brawls) +1 AP for casting or channeling. This additional AP will help Colette meet her manifest requirements, and the additional control cards are always useful.
 * Arcane Effigy** **– Arcanist, Special Forces (Doll)**

She is a buffer and a debuffer, a support model that should be kept close to your other Showgirls, but out of harm's way. She also gives you a tactical advantage after deployment allowing you to switch the places of Angelica with one other friendly showgirl such as Cassandra. Cassandra's 6" push would occur after switching places with Angelica if both abilities are used.
 * Angelica, Mistress of Ceremonies** **– Showgirl**

When hired into a crew with Colette, Cassandra gains the Use Soulstone ability making her very useful. Cassandra has mobility, high combat, some magic attacks, and is the only Showgirl able to inflict blast damage.
 * Cassandra – Showgirl**

Two Coryphée models are needed to merge into one Coryphée Duet. They are formidable on their own, but easily killed by many Masters and a few heavy hitting Minions.
 * Coryphée – Showgirl**

This construct has lots of mobility, and focuses on making melee strikes in combat. It is also able to Paralyze enemy models.
 * Coryphée Duet – Showgirl**

The Mannequin is the only Showgirl model with //Companion (Showgirl)// allowing a Showgirl crew to Alpha Strike. Mannequins are also very useful for when Colette needs to remove herself from a bad situation and not put a valuable Showgirl in harms way.
 * Mannequin – Showgirl**

The Performers are the debuffers of the Arcanist faction and come with one Mannequin. Be careful, as their debuffing talents and spells all have Wp (willpower) resists so models with //Immune to Influence// are immune to such abilities.
 * Performer – Showgirl**

Performers are often attacked and killed unless you plan ahead to protect them, partly because they are the easiest Showgirl to kill. To combat this, have the Performer use Defensive Stance before Colette (or Cassandra via Understudy) casts Disappearing Act to transport the Performer safely into Melee.

Kaeris can cast //Immolate// to create hazardous markers for Colette to drop enemy models buried by //Disappearing Act// into at the end of the turn. Also, Kaeris can use her //Overheat// spell to inflict burning counters.
 * Kaeris – Arcanist, Henchman, Special Forces (M&SU Asset)**

The Gunsmith will give your crew decent ranged attacks against Living, Undead, and Neverborn models (though not so much against Constructs and Spirits).
 * Gunsmith – Arcanist, Special Forces (M&SU Asset)**

The Soulstone Miner is a model capable of moving across the table without being attacked using the Tunneling action. At the start of any turn you can return it to play and perform up to 4 armor-ignoring attacks against the desired target. Use this 6ss model to take down a much more costly or important enemy model.
 * Soulstone Miner – Arcanist, Special Forces (M&SU Asset)**

When you want a lot of models to swarm the enemy then several Union Miners are a solid choice. Although they have don't have great Cb or Dg stats their Stand Together ability and Wind Up action help them be able to hit and be able to cheat in severe damage on almost any minion. Their File False Claim action also makes them very mobile allowing you to bury all of your Union Miners, then place them around Colette after all other models have activated.
 * Union Miner** **– Arcanist, M&SU Member, Special Forces (M&SU Asset)**

Joss is capable of dealing lots of damage using Power Counters and his Brutal trigger. Casting //Disappearing Act// to bury him after he activates (because he gains a Power Counter for activating) to get him into position is a bit costly, but lowers the risk of him being killed while moving across the table.
 * Joss – Arcanist, M&SU Member**

If you flip the Reconnoiter strategy then the Molemen are your cheapest non-insignificant models. In general you are better off taking the Union Miners unless you are playing with Colette and Marcus in a Brawl.
 * Moleman – Arcanist**

A Swarm is very useful if you can get it into melee. Not only does it have //Armor// and the //Self Repair// Action, but it may also Paralyze an enemy model. You may bring it into melee by letting Colette cast //Disappearing Act// on it and using //Illusionist// to move switch places with Cassandra if she is in melee.
 * Steampunk Arachnid Swarm – Arcanist**

When you need to out-shoot your opponent, the Convict Gunslinger is probably your best bet. With //Rapid Fire// and //Trigger Happy// he can usually kill an enemy model in one activation.
 * Convict Gunslinger – Outcast**

His melee attacks are magical and ignore armor, making him useful against Spirits and armored enemies. Also, Colette's //Union Labor// Ability and Johan's //Dues Paid// Ability are both applied when hiring him, making him cost only 5 Soulstones for Colette's crew to hire.
 * Johan – Outcast, M&SU Member**

In some situations you may wish to hire the mercenary Killjoy. With a cost of 12 Soulstones for hiring him out-of-faction plus the cost of whatever model you sacrifice to summon him he can be very expensive. However, Colette can summon Mechanical Doves which may then be sacrificed to summon Killjoy minimizing the impact on your resources.
 * Killjoy – Outcast**

Adds a Lure to Colette's crew. Enemy crew debuffing with Eavesdropper and Tranquil Dance. These are Mercenary Showgirls, so Colette's spells and abilities will still help them.
 * Oiran - Outcast/Ten Thunders, Showgirl**

Ronin can be useful when you want to damage enemy models with lots of armor. Also, their //Always for Hire// ability means Colette, or any other Showgirl with Use Soulstone can summon more Ronin during the Closing Phase making it available to attack on the next turn.
 * Ronin – Outcast**

=__Starting with Colette__= Colette's starter box comes with Colette, Cassandra, two Performers, and two Mannequins. For a complete Showgirls crew the Showgirls box set, one Coryphée blister (also called a clamshell) and one Mechanical Dove blister are all you need to get started.

=__Playing Against Colette__= One way to kill Colette is to Paralyze her, then kill her while she is Paralyzed which prevents her from using her //Slow to Die// ability to perform a Healing Flip.

Collette is not the most vulnerable to things like morale duels, but if you can cause her to fall back, it can take her out of the game for a turn, which can slow things down for the showgirls.

Leveticus can cast //Entropic Transformation// on Colette and spend a Soulstone to add to the casting total to make it difficult for her to resist if she only had 1 or 2 Wd remaining. If Colette can't resist the spell then she will be sacrificed and a Steampunk "Colette" Abomination will be summoned.

Another way to kill Colette is to force your opponent to use up all their Soulstones (including Colette's Artificial Soulstone). Once done then you can kill Colette without the possibility of a Healing Flip as a //Slow to Die// action or her casting //Death Defying//. Killing off all her other Showgirls is also a good idea as it will prevent her from using her //A Blinding Flash// trigger.

The most difficult crews for Colette and the Showgirls are: - those resistant to damage (Ramos, Kirai). - crews with many cheap summoned/expendable models (Ramos, Hamelin the Plagued). - crews better in melee than the Showgirls (Lady Justice with Executioner, McMourning with Flesh Construct, Lilith, the Viktorias). - crews with Sonnia Criid with many Witchling Stalkers.

**__Ownership__** Unless otherwise stated, all names and images on this site are property of Wyrd Miniatures, LLC. ([|Link] )

//"Colette, meanwhile, is sprinting// //away from the Hunter, throwing Soulstone shards over her shoulder and exploding them like ridiculously expensive party poppers. Because she can do that."// – Tuesday