M2E+Greed

// "Your lovin' may give me a thrill, but your lovin' don't pay the bills. I want money, that's what I want." - The Beatles, Money //
 * Greed, Mercenary Guild Enforcer**

=__Overview__= Greed is a Guild model, but as a Tormented Crossroads Seven model she can be found in Jack Daw and Wrath Crews as well. She's a mercenary, so anyone can use her if they're looking for a good resource draining model. Greed steals or drains soulstones control cards from your opponent by forcing them to choose between losing resources or taking damage.

=__Mobility__= Greed has a speedy **Wk 6 Cg 7.** She doesn't have any other mobility tricks, so you should consider adding models that can push, place, or move her some extra distance. Her powers all have short ranges, and she's not able to stand up to concerted efforts to kill her.

=__Offense__=


 * A Song To Die For** is a **Ca** attack action against **Df** that's typed as a close combat attack with a very short range. The damage track is a decent 2/3/5, but the attack has no triggers or bonuses. You'll typically use this to prevent enemy models from moving away, and force them to end their activation inside Greed's **Take What is Yours** aura.


 * The Greed Spreads** is also a **Ca** attack action, but has a moderate untyped range, and goes against the target's **Wp**, so unless the target has significantly better **Wp** than **Df**, this is the attack Greed will want to use. It doesn't require a flip for damage. It just does four points of damage, which can be reduced by two points for each soulstone your opponent is willing to spend on stopping the damage. If you flip or cheat in a Ram, the **Another for the Purse** trigger will add a soulstone your crew's pool after killing the target. You generally won't get more than two soulstones unless your opponent is feeling cooperative.


 * Take What Is Yours** causes enemy models that end their activation within a 3" aura around Greed to take 2 damage or discard a card; unless they spent a Soulstone on their turn. This is always going to be a drain on your opponent no matter what models end their activations near her..


 * Give it to Me** is a Defensive trigger requiring a Ram. After resolving any attack, the attacker must discard a Soulstone or take two damage. This doesn't protect Greed; it makes attacking her hurt your opponent's crew.

=__Resilience__=

Greed has the defensive scores you'd expect of an 8ss enforcer, and can be taken out by a concerted effort to kill her. She has **Manipulative 12** so she can drain even more enemy resources if she activates late in the turn, though for most models passing a TN 12 Wp check isn't too difficult.

She can heal herself or someone else with **(0) Use It On Yourself**, which heals 1/2/3. Instead of requiring a challenging card flip, this requires you to spend a soulstone.

=__Upgrades__=

Greed can be hired in any Faction, so there are a lot of Upgrade options. She doesn't have any extremely notable Upgrades, but many of the stronger Upgrades for each Faction will work better for her.

=__Tactics and Tips__=

Activate Greed late in the turn if possible, to get the most of out her Manipulative.

Try to keep her behind cover if the enemy has a lot of ranged attacks.

If she's playing with other Crossroads Seven models, overlapping auras can drain a lot of resources for anyone who comes close. This can be a huge resource drain for enemy melee Crews.

=__Playing Against Greed__=

Don't fall for the trap of letting her drain your Soulstones: stay away from the drains. Attack with ranged attacks and attacks that target **Df** so her passive damage doesn't hit you. Try to attack after she's activated. She doesn't have many wounds, and she doesn't have any direct resilience tricks to reduce damage, so the best way to kill her is to send in a high-damage attacker that can heal up afterward. You may need to expect killing her to drain three or four cards, though.

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 * __Ownership__ **