Tuco

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 * Tuco, Neverborn Minion [[image:p-16762.jpg width="311" height="605" align="right"]]**

=__Overview__= Tuco used to be an Ortega, but was captured by the Neverborn and tortured until he joined them. In the game Tuco adds some ranged firepower and AoE to Neverborn crews which lack it such as Lilith. He is also pretty mobile, and is OK in Melee.

=__Mobility__= As I mentioned above, Tuco is quite mobile with an average Wk/Cg, but (+1) Nimble and Scout makes him surprisingly fast as well as From the Shadows which could be considered a mobility talent. He also has a (2) action which allows him to make a Shotgun strike and then move his charge, the downside being that the strike is at -2 Cb meaning that it will only hit models with a low defense so it may just be better to shoot and move, as you are only loosing 2" movement. His Veil Appearance spell can also move him a bit

=__Offense__= Tuco carries a Shotgun, with an impressive damage line of 2/3B/4BB and a good Cb, it also has a trigger which gives it poison 1 which is pretty good. His melee weapon is his claws which have a good damage line and can pull of the Flay trigger on a mask but they have lower Cb than his Shotgun. He has an ability called Nemesis [Family] meaning that all of his attack and damage flips against family members receive a positive twist which is great when facing Ortegas. He has terrifying which I will come to in the Resilience section. He also has a (1) spell called Taint Loyalty, which, well, Taints your Loyalty. It requires an 7 of any suit to cast, and its resist is on Ca and it has a range of 8". Its effects mean that the target model looses its faction affiliation and is not considered friendly to any other model in the game. the rules do not state when this effect ends, but it is definitely not until the end of the encounter as that is activated on the trigger (unless defender discards two control cards). This is a very situational spell but could be potentially game winning.

=__Resilience__= Tuco is actually very tough, with 8 wounds and and a good defense of 5. he has black blood like all Nephilim, as well as Regeneration 1 and Hard to Kill, he isn't going down without a fight, and he also has a fantastic (0) spell, Veil Appearance, which requires a 7 of any suit to cast (and cannot be resisted), not only do enemies receive a negative twist when attacking him, it pushes him 3" in any direction which is great for escaping a one-sided combat (not to say that Tuco is not good in melee). He has one other zero action (Deranged Laughter) which increases his terrifying into a formidable 13, that's higher than that of a Mature Nephilim! (note that this is not a spell). It still is probably best to use Veil Appearance over Deranged Laughter unless you can't be sure you will be able to cast it, you really don't want to be charged, or that you simply do not need the effects of the spell. Tuco has a low Wp, but has the Stubborn talent like most Ortegas.

=__Tips and Tricks__= If facing a slow-moving group of enemy models (Nicodem, Claim Jump, Supply Wagon, etc), Tuco has some very nice hit-and-run options. Place him in cover close to where you're planning to shoot, then dive out of cover with Veil Appearance, leaving you two shots, hopefully causing blasts, before you can dive back into cover with Nimble. If you fail Veil Appearance and don't wish to cheat, you can walk out with Nimble, shoot once and walk back to safety.

Being Nimble, Tuco can make a great model to walk with the Treasure Hunt marker. He can get into your deployment zone quickly, can push himself out of melee ranges with Veil Appearance and is terrifying too. If all else fails he can still move and shoot anything chasing him.

Avoid using his //Run and Gun// action, the -2 Cb is as bad in-game as it looks on paper unless you can lower the target's Def. Even then you really want Severe damage flips and triggering the poison on several targets to make up for losing the extra shot.

//Taint Loyalty// is a very interesting spell: its great for breaking synergies. Imagine if the fourth Steam Punk Abominations is about activate next when suddenly it no longer counts as belonging to the same crew as its three partners? How about making Von Schill no longer count as a friendly model to the Freikorps? Collodi and his marionettes? Does it involve a model that is specified as "Friendly"? If Yes then Tuco can break it. It can be resisted but the benefits of doing this for a turn is breaking you're opponent's turn, doing it for the game breaks his whole gameplan. Considering the long-term impact of the trigger, any player who has 2 control cards will discard them or be screwed as the prime targets for this spell are models you're opponent really needs to keep around as a friendly, imagine if you made a Lelu no longer count as friendly to its Liltu? Thats 2 for 1 there. .

=__Master-Specific Tips__=


 * __Lilith__** Tuco works best with his intended master, adding much needed range support and AoE.

__**Zoraida**__ Tuco is not as useful if you want to run an all Nephilim crew with Zoraida, his stubborn ability will be handy for filtering low cards from your hand as he won't be so easily Obeyed otherwise. For ranged support he brings a resilient blast damage dealer.

__**Pandora**__ Hello! Terrifying -> 11! With a (0) Action to become Terrifying -> 13!

=Minion-Specific Tips=

=__Playing Against [Minion]__= Because Tuco is essentially the only model in Lilith's crew with a range attack don't expect him to be the main damage dealer for the crew. He's tougher than he initially appears and because you're playing against Lilith expect either transposition to remove him from danger or another Nephilim to move up and deal with any melee attacks. His Run and Gun action is rarely used as it is very unlikely to hit anything with average Def. Avoid bunching up too much when he's nearby, Tuco's severe damage plus the poison damage trigger can and will punish players who bunch up against him. Ultimately he will not be __the__ biggest threat in the crew, but letting him freely fire on you will be a major mistake.

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