M2E+Ophelia


 * Ophelia LaCroix, Gremlin Master **

=__Overview__= toc Ophelia is a gunfighter, capable of dishing out good amounts of damage from a distance. She leads a crew of her most trusted kin on raids against human settlements, using her prowess with her pistolas to bring back loot. H owever, Ophelia is more than just a trigger finger. She also has a host of abilities to enhance the gremlins around her, making her a fun and useful tool to any gremlin list.

=__Mobility__= With a Walk value of 6 and 3 AP, Ophelia can use her three actions to walk up to 18" across the table. No fancy tricks needed here, the girl has legs!

=__Offense__= Ophelia is one of the better offensive models in your crew. Here are some ways she can put the fear of Green into some humans:

__The Rough Riders__
With a Combat of 6, decent damage, and an average range of 10", Ophelia's pistol is a good weapon to start out with. But if she gets a Ram in her combat total, she may use her **Thinkin Luck** and double the damage inflicted. This works similar to the **Dumb Luck** trigger, except that Ophelia only suffers 1 Wd, making this a much less costly ability. With this trigger, Ophelia can do anywhere between 4 and 8 Wounds with her pistol, making it more lethal than a hit from Seamus's .50 cal. (For those not in the know: that's pretty lethal).

Also remember that Ophelia's Pistol always gets a + flip to hit. This not only increases her odds of hitting, but cancels out the - flip when shooting models in cover, so that you may still cheat.

Finally, don't forget that Ophelia has the Close trait allowing her to use her pistol as a melee weapon. So, although she may prefer to stay at a range, Ophelia may do just as much damage up close and personal.

__With My Eyes Closed__
Her (0) action lets Ophelia turn into a little green Annie Oakley. This Action imparts all of Ophelia’s attacks with a single positive to hit, but your opponent gets to choose the target. The target must be a legal enemy model in range and line of sight. This allows Ophelia to use her gun upgrades the same as her **Rough Riders** getting a positive twists to attack. If she uses her **Rough Riders**, she gets a double positive twist to hit. This is a great action but takes proper positioning to be able to kill a single model.

__Ooh A Girl__
This other (0) action on Ophelia allows her to target a friendly Gremlin with 8-inches and push them into base contact with herself. This can be great for moving around Rami and Lenny, and it is one of the integral steps to launching a Pere bomb at the opponent. Keep in mind that this is a push so impassable terrain will stop the pushed model from making all the way to Ophelia. It is also a great way to move Gremlins out of engagement range of the big hitters in an enemy crew.

=__Resilience__= Ophelia has a very decent Defense of 6 and 12 Wounds. Although decent, these stats are not necessarily enough to keep Ophelia on the board, because she can be a big target, and if she gets a lot of ram cards, **Thinkin' Luck** can inadvertently soften her up for later attacks. Keep her back, out of range. She will generally be able to out-shoot most opponents so there is no reason to get in close where they may be able to do more damage. Use the terrain to your advantage and stay in cover and out of reach. If Ophelia does find herself in close quarters, she may use her **Second Loudest Squeal!** ability to move directly away if she is damaged. If you are worried she may need to use this ability, and you have no Masks, keep in mind that Ophelia may use Soulstones!

__ Reload __
A tactical action to take a (1)AP Action to **Reload** one of her named upgrades, pretty straight forward since every time she uses an attack action on her upgrade it gets discarded. So this allows you to get that gun back and fire it again, whether with Ophelia or a Young LaCroix, which seem to hang about her. This action is integral to her **Plink!** ability allowing her to get back upgrades to reduce damage.

__ Plink __
Before making any damage prevention flips Ophelia can discard an upgrade to reduce the damage by 1. This can allow Ophelia to prevent, at minimum, 2 damage by spending a Soul Stone and discarding an upgrade. When standing in Lenny’s damage reduction aura, the minimum increases to 3 with the obvious exception of a Black Joker showing up on the prevention flip. Since Ophelia and her Young can always give upgrades back, she can afford to discard her named upgrades in an effort to stay alive.

=__Upgrades__=

__My Threatenin' Gun__
This attack deals 3/4/6 damage at 10-inches and forces the target pass a TN 13 Horror duel after suffering damage from it. On a Ram you get the trigger of not only the original target, but also everyone within a pulse of 3-inches must take a TN 13 Horror duel. Yeah, didn’t think Gremlins could Paralyze did ya? NOTE: (The wave 1 decks damage profile was a misprint of 4/5/6)

This upgrade also give Ophelia yet another (0) action of **Move it!** This action allows Ophelia to target a friendly Kin and force them to take a (1) action, albeit with a negative to any duels during this action. So Ophelia can force a Kin to walk forward, or interact with this instead of attacking because the probabilities of getting in a successful attack are rather slim. One thing this does work well with is using it on Francois. Francois can mitigate the negative by spending a Soul Stone to get a positive to the duel allowing him to act and cheat as normal.

__Jug Rocket__
This gun gives Ophelia a 12-inch gun that ignores line of sight with a 3/4/5 damage profile. It also gives Ophelia another (0) action, **Your Turn**, that lets her target another friendly Kin model within 2-inches of her and place that model anywhere within 8-inches of her. Any model placed this way can’t take interact actions for the rest of the turn but it is a good way to get Rami into a sniper’s nest ignoring terrain and terrain elevation, or really starting out the Pere Slingshot like a boss.

__Hooch Lighter__
This gun gives Ophelia a 10-inch blast based attack that will only do a maximum of one damage. The key is to maximize the blasts with moderate and severe damage since everyone damaged by the attack will gain **Burning +2**. This attack does ignore cover, so a focus here gives positives to attack and damage, allowing you to do a maximum of 1 damage and **Burning +2** with three blasts on a severe.

It also endows Ophelia with a new (1) action of **Move and Burn**. This lets friendly Kin within a pulse of 10-inches with the **Paralyzed** or **Slow** condition to catch on fire for **Burning +1** and lose **Paralyzed** and **Slow** conditions. Trading 1 damage at the end of the turn to allow Kin models to lose **Paralyzed** and **Slow** can be helpful in a crew facing any models that can cause the **Paralyzed** condition (looking at you Pandora!) since as we have seen most of them have horrid Wp stats.

__Gremlin-See__
This gives Ophelia yet another (0) action to **Shrug Off** a condition by discarding a card. It can be useful but it will compete with her other (0) actions on her base card and other possible upgrades.

__ Gremlin Faction Upgrades __
**L__ iquid Bravery __** This upgrade gives negative attack flips to anything that Ophelia will resist with her Wp stat. Also gives Ophelia a (0) to give out +2 Wp to friendly minion models within 6". It can be situationally useful if you feel you will be facing any models or crews that will be attacking her Wp. (Looking at you Pandora and Rotten Belles)

__**Dirty Cheater**__ An amazing upgrade that should be considered all the time. In fact since you can Reload Ophelia's upgrades this one is almost an auto-include. It allows Ophelia to heal 1 damage any time she cheats a flip during her activation. A good example of this in action is if you use Ophelia's Thinkin Luck trigger you can then cheat the next attack or damage flip to heal that wound taken from Thinkin' Luck. __ **Stilts** __ Great upgrade to use when facing Melee damage! It increases Ophelia's Ht to 2 (good against Devour) and gives an ability to discard the upgrade and suffer no damage from a Ml based attack action. Another upgrade that can be an almost auto-include.

=__Tactics and Tips__= Ophelia works well with Young LaCroix but do not be afraid to change her totems. Student of Conflict can give her fast or if you would like extra Wp and positive flips to Df you can bring along Old Cranky. Never buy her named upgrades, they are always a waste of Soulstones, you can reload them for free from either the Young or Ophelia herself.

=__Leading a Crew__= Ophelia is an independant master with the potential to eliminate 1 enemy model per turn. As such she can often be the damage dealer allowing her crew to do the heavy lifting of schemes.

Strategies and Schemes
Ophelia can accomplish any strats and schemes. She has the legs for Reconnoiter and Squatters Rights and the damage output to compete in Reckoning and Turf War. The only thing she is bad at is //not// killing things.

Building a Crew

 * Lenny can help protect Ophelia by reducing incoming damage. As Ophelia is Ht 1, Lenny can also toss her into position saving her AP for more shooting.
 * Her upgrades (if you use them) have a lot of Kin-centric abilities. If using her upgrades you may want to think about adding in some Kin.
 * **Shoot High Boys** means that Ophelia loves to have some models that can move around the board and are Ht 1. This lets Ophelia shoot into melee without randomization.
 * Give thought to your totem! Old Cranky can give Ophelia a Soulstone every time she kills a model and gives her positive flips to her Df as well as +1 Wp. The Student of Conflict can give out **Fast**, and the Young can Reload her.
 * The Pigapult can Launch! Ophelia across the board, combine that with Trixiebelle and you can have Ophelia in place for an assassination on turn 2.

=__Playing Against Ophelia__= Ophelia is going to kill you, try and tie her up and do the same first. Devour works well against her as she is Ht 1. If she isn't carrying the correct upgrades she can be susceptible to Wp based attacks as well.

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