M2E+Nurse

// "And when the gun goes off, it sparks, and you're ready for surgery!" - Repo! The Genetic Opera //
 * Nurse, Resurrectionist Minion**

=__Overview__= == Dr. McMourning created the Nurses by grafting the dead flesh of beautiful women onto living subjects, promising them eternal youth. The process instead drove the Nurses incredibly insane.

Nurses act as close-range support models for a Resurrectionist (or Zoraida or Jack Daw) Crew. They distribute **Poison** and have a wide range of buffing and debuffing effects. Using them is a bit of a puzzle, though: every buff is also a debuff.toc

=__Mobility__= The Nurse is not a highly mobile model, with a Wk 4 Cg 6, but she can get where she needs to be.

Note that, despite her low Ml, it's often worthwhile to take a Charge action if it will get the Nurse where you want her to be. Charging friendly models to move her forward is actually a decent option quite often.

The Nurse has a Df/Wp trigger on a Mask, //Hands off!//, that pushes her 4" in any direction when she takes damage from an enemy action. This isn't a reliable way to move around, but it can sometimes get her out of trouble.

=__Offense__= The Nurse's actions are all Attack Actions, but don't be fooled: you'll be using them on your own models as much as enemy models. Her actions are very suit-dependent, but she can use **Illegible Prescriptions** to discard a card and add the suit to her duel total. This is a great way to control what her actions do, and to find a use for low cards.

Melee
The Nurse's melee action, **Syringe**, does only 0/0/1, but gives an opponent **Poison +4**, which can be devastating if she's playing in a Crew with McMourning or Sebastian. Her Ml 4 is low, though, so she's only likely to hit a low-Df model or when she attacks at the end of a Turn and the enemy is out of cards. She may find it's useful to attack a friendly model, though: many friendly models in a typical McMourning Crew actually benefit from **Poison**! It has a nice long reach of 2", which means her Charge threat range is 8" (the same as her casting range.)

Syringe has two triggers: //Injection// (Tomes) gives her a free casting of **Take Your Meds** at +2 Ca**.** //Massive Dose// (Rams) changes the damage to 2/4/6 but doesn't give out **Poison.** Remember you can use **Illegible Prescriptions** to get the Trigger you need.

Casting
The central ability of the Nurse is her casting action, **Take Your Meds**. It's got a Ca 6 (or Ca 8 if you're using it as a follow up from //Injection//) and it doesn't do anything until you use a trigger, which you must. It's Wp-resisted and has no minimum casting cost.

There are four triggers, each of which gives both a buff and a debuff. Remember you can use **Illegible Prescritpions** to get the Trigger you need.


 * Crows: Heals all wounds and **Paralyzes** the target.
 * Rams: Gives +2 to Ml Attack damage, but target can only declare Ml actions.
 * Masks: Gives +2 to Wk, but target can only declare Walk and Interact actions.
 * Tomes: Gives **Armor +2**, but a negative twist to all Duels.

=__Resilience__= The Nurse prefers to act as a second-rank fighter, but has some resilience. She has a very solid Df 6 and a weak Wp 4, with a middling Wd 6. Her best way to survive a sustained attack is to run away on the first hit with //Hands off!// on a mask, which pushes her 4" in any direction, hopefully into safety.

=__Tactics and Tips__= Mostly, the Nurse is a buffer and debuffer. The trick with getting the most out of her is to her **Take Your Meds** so that the buff side doesn't help enemies, or so the debuff side doesn't hurt friends.

For specific details:
 * Crows**:** Use on an enemy model when it isn't hurt. Use on a friendly model when you can clear the ** Paralyzed ** Condition (this will probably require a model like Johan or Chiaki to clear the ** Paralyzed ** ) or you're immune to the **Paralyzed** Condition (like the beta Avatar McMourning).
 * Rams: Use on a friendly model when it's already in melee and just wants to smash face. Use on an enemy model that isn't within range to attack.
 * Masks: Use on your objective-runners to make them go fast. Use on enemy beatsticks so they can't do anything but run away and Interact.
 * Tomes: Use when you can clear one of the Conditions (maybe with Chiaki), or when an enemy target is about to get attacked by something that ignores Armor (like McMourning), or when a friendly target is going to get hit by a high-Sh/Ml/Ca model and just needs to survive. This is also a great way to soften up a target so that the Nurse can attack with ** Syringe **, since she really is more interested in inflicting ** Poison ** rather than damage.

Another thing to keep in mind: the Nurse has **Accomplice**, so you can buff up a friendly model on the Nurse's turn and then activate the newly-buffed model before the enemy can react. This can catch an opponent by surprise in a key moment, so it's always worth considering, especially if you have an activation advantage anyway.

=__Playing Against Nurses__= Nurses are often not a high-priority target, but be careful you don't get caught unawares and end up with a model unable to act because it's strung up on drugs.

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