Pandora

include page="inc_1.5rules" **Pandora, Neverborn Master** toc

__Return to Neverborn__ =__Overview__= Pandora is the Master of Willpower (Wp) duels. She features powerful debuffs, crushing offensive abilities, and deceptive maneuverability, making her one of the more dangerous Masters in the game. But she is also known for her steep learning curve, taking many hard fought games to fully grasp her potential.

Pandora is focused around a web of effects consisting of //The Box Opens//, //Emotional Trauma//, //Expose Fears//, and //Fading Memory//. These four abilities form her core and are utilized by her spells and actions. //The Box Opens// allows her to affect just about any model in the game with her Wp-based effects while //Emotional Trauma// harms any enemy model failing a Wp duel near her. //Expose Fears// is her main defense against enemy models and forces any enemy model targeting her into a Wp -> Wp duel. Finally, //Fading Memory// adds a deceptive amount of maneuverability to an otherwise slow Master and, when paired with the other three abilities, provides her a unique defensive option of darting away from (or towards) an opponent trying to target her.

=__Mobility__= You're probably wondering, "How can Pandora be one of the most maneuverable Masters in the game?" Well that's one of the deceptive parts of her. //Fading Memory// is the key, for when she wins ANY Wp duel she gets to push 4" in any direction.

//Expose Fears// forces any enemy model attempting to target her to take a Wp -> Wp duel to successfully target her and if they lose, the action fails, which then triggers //Fading Memory.// The most interesting part of this is that this is reactive movement, meaning it provides a deterrent for targeting her with too many attacks and can be used with the bold plan of leaving her in the open at the end of her activation, provoking attacks for some free movement. 4" may not seem like a whole lot of movement but it can easily get her out of most melee ranges, duck out of LoS from ranged attacks, close the gap on a model she is hunting, and so much more.

That is just her reactive maneuverability! On her activation, //Pacify// and //Incite// provide the Wp -> Wp duels for her //Fading Memory// movement. //Pacify// and //Incite// are her only (0) actions and, as long as you keep winning the Wp -> Wp duel from them, you can keep using them. Since you can't target a model already affected by //Pacify// or //Incite,// you have to carefully plan out your movement and what models you want to target and when. This can't be stressed enough. Take time to stop and think about the order in which you're going to target the enemy models to make sure you don't get yourself stuck in a bad spot. But each time she wins one of these //Pacify// or //Incite// duels she is going to push 4", and if you consider how many models are in the average crew, it adds up really fast. The big drawback to this is that all the duels you make are a potential point of failure, and a smart opponent will try to guess where you are going and try to shut you down at the key point (often this will be cheating a Face Card, forcing you to burn one of yours to win). But you are a Master, so you have Soulstones and should not be afraid to use them, both in general use and especially on these duels. These are often the most important duels she will make in a turn and failing one can generally lead to disaster, and at best a close shave.

=__Offense__=

The Basics
Pandora provides a unique mix of both active and passive offense mixed with high maneuverability. Though typically delivering "Death by a Thousand Cuts," she can also cause huge bursts of damage and topple the strongest models quickly. Nearly everything she does revolves around Wp duels (her main damage ability //Emotional Trauma// only happens on a failed Wp duel), making her focused but hard to handle, as most models have little defense against her abilities.

This hyper-focusing makes Pandora both very dangerous and easy to counter because there is only one avenue of attack coming from her and her crew. Currently there are very few models that are defended against Wp-based effects, especially when you take into account //The Box Opens// which removes ALL immunity from Wp duels, be it //Immune to Influence// or Ryle's //Breach Psychosis//. All of her offensive abilities are channeled through this one point and it creates a layer of effects and abilities commonly known as Pandora's "Web of Effects."

Pacify/Incite
While not directly damage dealing, they cause Wp duels which will cause Wd loss from //Emotional Trauma// and give Pandora extra movement from //Fading Memory//. So they are a facilitator for your other abilities and actions, but too critical not to point even more attention to. They also have their own effects which help you dictate the opponent's activation order, but generally you will be trying to hit every enemy model with these to cause the Wd and get the movement out of it. But there are times where you are already in position or it is more valuable to gain some control over the enemies' activations. Those are the times where you carefully want to consider which models you want to go last/first and then apply the appropriate spell. For added help with this, Kade, Candy, and any Woe in Base-to-Base (B2B) with Pandora have access to these abilities as well. So Pandora doesn't always have to be the model applying these effects.

Self-Loathing
Most of Pandora's spells are passive effects and debuffs, though all of her spells are Wp resists, so enemies failing to resist them will take at least 1 Wd because of //Emotional Trauma//. //Self-Loathing// is Pandora's only Damage-dealing spell, which is intriguing because the effectiveness of the spell is directly proportional to the target's danger in melee. It excels against potent models with potent melee weapons (like the Executioner and Lady Justice) but offers little help against models with only ranged weapons (like Perdita Ortega), as their only melee weapon is Bash which every model has even though it is not printed on their card (Rules Manual page 39).

In the end, this is the spell to use when you need to kill something immediately. They will take 1Wd (//Emotional Trauma//) + Dmg from their weapon + any other Wds (like from the Sorrow's //Emotional Stress//).

Dementia
//Dementia// is more a "collar" effect. Put it on a model you either can't kill or don't have the spare AP to kill and that model(s) will have to make a Wp duel for each Action they take including Passing (which must be done on your 2 general AP each activation if you do not wish to use them). Though the duel may not seem that high, average Wp is around a 5-6, meaning they need a 7 or 8 to pass the duel. Eventually they will run out of non-face cards in their hand to cheat the duel and will need to burn something important or do nothing. With a single negative flip to their Wp duels, they can no longer cheat the duel and now have a much greater chance of failing the duel. Put a Sorrow or two near a model affected with this and those failed Wp duels are going to start adding up to some serious Wd loss.

Project Emotions
A very nice mass debuff spell with a ton of utility because you can apply the right negative flip for the right situation. It also affects all models under the Blast Marker (who all get a resist as well) but won't affect any friendly Woe caught in it. So this lets you freely toss it into hairy situations and know at least some of your models will be fine, but this also means you __cannot__ target a Woe with this spell and cast the Blast Marker off of them. They ignore the spell, so nothing will happen if you target them with it.
 * __**Pity**__ is the most obviously useful option of the three as Pandora is Wp-based, so this Negative Flip means the affected model can no longer cheat those duels (unless they can balance out the negative flip with a positive flip to make it a normal flip), and will be much more likely to fail low Target Number duels like //Dementia.// This makes //Self-Loathing// and //Pacify// or //Incite// affecting them nearly assured.
 * **__Depression__** is mainly used when you have a decent number of melee-focused models in your crew, which is not a bad way to go really. Just like with Pity, the chance to deny them the ability to cheat those duels can mean Teddy's chances to hit with those large teeth of his goes way up. __Note:__ to clarify a common point of confusion, this only refers to duels using the Df stat and not duels where the affected model is the defender.
 * **__Low Self-Confidence__** is perfect for helping keep your crew alive. Sometimes //Self-Loathing// won't be enough to ensure the survival of one of your models, or maybe you need to debuff multiple threats at once, or it could even be the model has a high natural Wp and the duel from //Dementia// won't do much, even with a Pity debuff on them. That's when you want to use this effect, as it will give you the edge in most fights, and at the very least put things on a level playing field when going against Paired weapons, etc. Most of your models will tend to have average to low Df (with a few exceptions), so this can help level the field against higher Cb models.

Trapped In Your Own Nightmare
Pandora's least used spell and, often enough, players will double take at her rules to even remember it's there, but it should not be forgotten by any means. Falling back is dangerous, as it leaves a model vulnerable and easy pickings for the rest of your crew. So if nothing else, this spell gives you the chance to cause a whole bunch of Morale duels to the affected model. Against some crews this is extremely powerful (think Gremlins) and against others it's only marginal. Putting this on a buff-oriented model that needs to be close to buff friendlies or a model unlucky enough to have a whole bunch of models around it, can cause a frenzy of duels and possibly drain your opponent's hand if the model is something important like a high-SS minion or a Master. But in complete honesty, it's most likely only worth using if your intended model is already surrounded by several models or will be surrounded by them before they activate, for this spell doesn't really do anything to a model that has already activated.

Trigger: Mental Anguish
Quite possibly the most lethal Trigger in the game. This bypasses all immunity/resistance to Morale Duels and goes straight to Falling back. Only models with immunity to Falling back are safe against this Trigger. This will most likely give you several activations (or even a whole turn) to pick on that model, now that it has a negative flip on all its duels. Even then, it can't move once it rallies. This is a great way of locking down fast models like the Coryphee or sending troublesome models away from you (like the Executioner).

__Note:__ the last line of this Trigger ("counts as losing a Morale Duel") doesn't stop this from affecting models that normally don't have to take Morale duels. This means that if used on a Construct, Undead, Soulless, etc (any non-living model) they would fall back and count as having lost a Morale Duel, since all they have is the ability not to take the Morale Duels, and the status of losing one can still be applied to them. Now while this very rarely matters, some models like Coppelius have abilities that revolve around a model losing a Morale Duel near them, so make sure to keep this in mind.

=__Resilience__= Though Pandora is such an offensive Master (due to such a deadly Box), she still has some of the better defensive abilities in the game. This centers mainly around two abilities: //Martyr// and //Expose Fears//.

Expose Fears
Pandora's first line of defense and a huge obstacle for most models to overcome. Her Wp is on par or better than most model's Wp and if she wins, //Emotional Trauma// and //Fading Memory// will both kick in, letting her deal out some Wds and slip away from the attacker. If Sorrows are within //Emotional Stress// range of the attacking model, they will suffer even more Wds, often making the prospects of attacking a Pandora with an entourage of Sorrows extremely unappetizing. But even then, you most likely want to slip away with //Fading Memory// after you win this duel. Push those 4" and try to get out of LoS and out of range while lining yourself up for your next activation. Essentially you can turn their attack against you into a benefit for you and get some free movement out of it.

This is going to be another ability you are going to be spending Soulstones on. You really don't want to let dangerous models like Samael, Leveticus, Lord Chompy Bits, etc. to get a hit off on you. So if you think you are going to lose, Cheat a high card and Soulstone the duel. It's better to spend a stone here and avoid all damage rather then spending a Soulstone to try and prevent part of the incoming damage or to heal it after the fact. Plus with the threat of more then one attack you really want to use that Soulstone and use //Fading Memory// to get out of danger.

__NOTE:__ You do not have to use //Fading Memory// after you win an //Expose Fears// duel and sometimes a bolder play style, where you stand your ground and take all incoming attacks, can actually work better for you. You will spread out a lot of damage through //Emotional Trauma// (even more if your Doppelganger hanging nearby //Mimic//s "//Emotional Trauma//") and the Sorrow's //Emotional Stress//. This can often throw off peoples' plans as well as spend half their turn setting up to try and box you in and Pandora just ends up standing still taking it all. Just think carefully about this as it could be a lot of incoming attacks and with a Df 2 you're most likely not going to win any of the Defense duels, and you only have 8 Wds.

Martyr
This protects you against those pesky attacks that may slip by //Expose Fears// and possibly harm Pandora. When you use //Martyr//, the nominated Woe becomes the new target of the attack, so all effects happen to him and Triggers like //Onslaught// would affect the Woe she transferred the attack to. This is a great defense against the Models that can get by //Expose Fears// (Lady Justice, Perdita, etc.) and help lighten the load on your hands against a barrage of attacks. Often times it is a good idea to keep a Woe or two near her just for this. Some prefer Sorrows because they will most likely be Linked to her and thus right on hand, while others prefer really tough Woes like Lelu who can take a lot of punishment and keep going.

Please note this new Woe does NOT have to have been a legal target of the attack otherwise. You can transfer the hit to a Woe behind a wall, one with some sort of special protection, or one that would just be out of range of the attack. But no matter what, the attack STILL hits that Woe.

Vulnerabilities
Your biggest worry is going to be Area Effects (AEs), i.e. any source of damage that does not have to target her to affect her. These includes:
 * Auras
 * Pulses
 * Blast Markers

Since they do not specifically target Pandora, they bypass //Expose Fears// completely. In the case of Blast Markers, this can be countered by keeping Pandora on her own or keeping her escort completely out of the enemy's LoS when you need to be close together. //Martyr// will not stop this damage so you just need to hope the attacker will miss the models near you.

Pulses and Auras are trickier since they generally come off the model using them. Counter them with a pre-emptive strike. Hit them with a spell and be sure to get //Mental Anguish// off to send them running. If needed, do this multiple turns in a row to keep them essentially out of the game. If you can't get the Trigger off, go with a negative flip to their Wp from one effect and put //Dementia// on the model which effectively neuters the model.

=__Tricks and Tips__=

The Power of the Negative Flip
Truthfully, any model in Malifaux will make great use of a negative flip on their opponent's duels, but Pandora seems to have a penchant for them. With her //Project Emotions// spell she can apply a negative flip to nearly any important duel a model will have to take each turn. Her Trigger (//Mental Anguish//) causes you to Fall Back, bestowing another negative flip on a model, but this time on all their flips. From her crew, Sorrows can apply a negative flip to all a models duels with //Melancholy// and Madness can put up an Aura that gives an irresistible negative flip to model's Wp duels.

But the real power to all of this is ensuring that your opponent can not Cheat their flip. This dramatically reduces the chance that they can win their duels against you or your abilities and makes Target Number-based abilities (like //Dementia// and //Terrifying//) much more dangerous. Pandora is also a very precise Master, as she wants to assure she can succeed in each action and things play out how she wants. Having, say, a Steamborg Executioner pass its Wp checks against //Dementia// could throw a wrench in her plans, or at the very least be an inconvenience. Don't take the bigger chance, get the negative flip on that model, and increase your chances of things going your way. Especially when it comes to Pandora going on the offensive or sitting in the open for a bit, get those negative flips on your opponent's models and Pandora should come through as the victor, and untouched.

This can be especially useful against models with //Use Soulstone// because you can tip the odds in your favor; given that they don't get a face card on the flip, if you make sure to set your Casting Total (or any other duel total) high with a face card and then use a Soulstone yourself, you should come through as the victor. This is not assured as the Black Joker does happen (as do Aces, 2s, etc.), but you are certainly in a better place then before.

Protecting Models with your Melee Range
What this means is carefully positioning your models so that a model with average melee range (1” to 2”) cannot stay within one of your model’s melee range and get to another. This can be making a staggered line of models that force the enemy to move that fraction of an inch outside of the first model's melee range if they want to get to another, or it can be placing models next to each other leaving a gap in the center towards a juicy target, but they have to pass through and out of both model’s melee range to get there.

What this does is bait your enemy with a possible target and try to get them to take the chance. This also adds another layer of protection to keep support models like Lilitu and Madness safe from melee opponents.

Basically, if they want to go towards the target you’re protecting, they have to win the disengaging strike duels. While this may not seem like much, it's another chance to burn your enemy's hand, and another chance for you to keep your own models safe. For //Wicked// models this gives them another chance to deal their damage. It’s a variable form of blocking. While it's not as assured as body blocking (using your models base to deny movement), it can certainly help. Plus it’s often something people forget about as they are looking at the board. They can easily forget about the model's melee range they are trying to get past. Also for //Terrifying// models, they will have to take a Morale duel as soon as they enter the model's melee range. This can very, very quickly turn an assassination run into fleeing for your life as a Teddy comes chasing after you!

Soulstone Use
Pandora has a pretty good cache of 5SS starting off, meaning most games you will have about 6SS at your disposal. But she needs each and every one of these. Probably the most important times to use a SS are:
 * 1) **Expose Fear Duels:** If you're losing or think you're going to lose, or going up against a model with //Use Soulstone// (like a Master), then Cheat high and burn the SS. You really do not want to fail any of these if you can help it, and often winning one can save you from several more incoming attacks.
 * 2) **Pacify/Incite Chains:** You don't want to get left out in the open with no cover nearby or right in front of a dangerous Master like Lady Justice. When in doubt, burn the SS and push to safety.
 * 3) **Casting Flips for Spells vs Masters:** Generally this is when you're using //Project Emotions: Pity// on a Master that currently has no Negative Flip affecting their Wp. You want to raise this total as high as possible so they have the greatest chance of failure, as losing this one spell can set them up for a turn of pain as they can't Cheat (but can still SS) their Wp duels.

So in general, don't be too stingy with them. You don't get VP for taking them home. Use them in important situations where you don't think your total will be high enough to ensure the model in question can beat you.

=__Strategies and Schemes for Pandora__= Pandora is very good at killing opponents and moving across the board. Her crew can vary heavily from person to person and Strategy to Strategy, so really most any Scheme works well for her. But special favorites are:
 * **Spread Madness:** Her Master Scheme may seem a bit intimidating at first, but in reality about half the time if you kill the enemy Master/Henchmen you will do it with Self-Loathing. Just be sure the damage flip kills them as the Wd generated from //Emotional Trauma// or from failing //Self-Loathing// Wp Resist does not count.
 * **Kidnap:** No need to announce this one to get the 2 VP and as you read, Pandora is very good at kill-based objectives. Pick some targets with low Wp and work your way around to them throughout the game. A few //Self-Loathings// later and you should have yourself 2 VP.
 * **Reclaim Malifaux:** Between her own speed and that of the Insidious Madness, this Scheme can be done rather quickly and easily. Just be a bit less aggressive with your crew and bide your time as you go around getting off those Interacts. Madness is especially useful for this due to it's 8" Walk and Spirit characteristic, as it can very easily shoot across the board and get those Interacts for you.

Avoid Schemes that require you to do mass killings like Extermination. Pandora is very good at taking down a few specific models, but she gets a bit stretched when trying to take down an entire crew at once. Better to focus your efforts into Schemes like Assassinate and Spread Madness.

=__Pandora in Brawls__= Pandora is a great pair for any other Neverborn Master in a Brawl. Because she is an all-in-one Master, she can literally be thrown into any Brawl and be expected to wreak havoc. She does prefer to work with a Master who also has some Wp-based effects, so Zoraida and The Dreamer are always good choices. But Lilith provides a lot of board control and melee power which helps round out Pandora.

Brawling with Zoraida
//The Box Opens// will let Zoraida //Obey// models like Bad Juju and Teddy which could make it worth the pairing alone. On top of that, she can keep up with Zoraida and really capitalize on Zoraida's //Obey//s by either making the model more vulnerable to it or by making the //Obey//'d models intended target more vulnerable to its attacks, spells, etc.

Brawling with The Dreamer
With the Dreamer it's mainly to capitalize on the //Terrifying// and that they share a lot of preferred models (Madness, Stitched Together, Lelu & Lilitu, Coppelius, etc.). So Pandora can quickly zip up the board on her own while the Dreamer sets up for his drop, letting Pandora cover him or him cover her. Either way, their crossing model preferences make them a very lethal pair with very few wasted SS on models that will only benefit one of your Masters.

Brawling with Lilith
While Lilith and Pandora have very little direct synergy, there is still a lot to be gained here as each one fills in for the weakness of the other. Pandora is focused on Wp-based effects so her melee is extremely lacking and Lilith is extremely melee and board control focused but lacks alternate means of attacks. So they cover for each other very nicely. They make an extremely aggressive pair as there is nothing like seeing a Terror Tot run up to you only to be //Transposition//ed with Pandora and then to have your Master be forced to Fall Back as a Mature Nephilim chases them down.

=__Building a Crew__= Pandora is an all-in-one Master. She does not need the support of her crew to be dangerous and works well with whatever she brings with her. Be it lots of Wp-based models for Wp synergy, melee-focused models for diversity, movement-based models for achieving Strategies and Schemes, or a mix of all three.

Choosing models that play off her Wp-based effects provides the greatest synergy, but also focuses you completely on one aspect of the game. Melee-centric crews benefit from her debuffs and the "covering fire" Pandora can provide them. The most effective crews find a balance of the various options, taking some Wp-based models to synergize with Pandora and some melee-centric models to provide other avenues of attack.

Wp Synergies
This includes really any model with a Wp-based effect, but some ones worth noting:
 * Poltergeist
 * Primordial Magic
 * Candy
 * Sorrow
 * Doppelganger
 * Alp
 * Stitched Together
 * Lilitu

Dual Purpose
These are models that have some Wp-based effects and some melee power, they serve a dual purpose in your list.
 * Baby Kade
 * Teddy
 * Coppelius
 * Lelu

Most Noteworthy Minions

 * Sorrow: Pandora's iconic model; one of the best synergistic models for her. They provide amazing support and enhancements for Pandora's abilities and spells, and enhance her survivability. Few Pandora crews should be without at least one of these.
 * Lilitu: Has several extremely useful Wp-based effects including the ability to Paralyze models. Couple it with //Lure// and //Double Take// trigger for a huge amount of board control.
 * Insidious Madness: Extremely fast and deceptively durable for their cost. Great at objective grabbing and supporting Pandora with PE.
 * Doppelganger: The Negative Flip on Initiative flips for your opponent will give you the jump you want each turn. The ability to Mimic things (e.g, Pandora's //Emotional Trauma//) can greatly enhance the crew's damage output or provide access to more utility spells like //Lure// and //Project Emotions//.

Pandora is unique in the fact truly any model you can hire with her will be of use (to varying degrees of course). You will usually want at least 1-2 models that can force Wp duels or help Pandora with hers, but from there you can take anything and get good results.

=__Starting Pandora__= Pandora's starter box is about perfect. It gives you a nicely rounded list of 23ss, leaving you 2 more for your Soulstone Pool during the game, and has a mix of Wp based models and dual purpose models. It comes with Pandora, Baby Kade, Candy, and 3 Sorrows. If you're a beginning Pandora player, it is highly recommended you play with the box set as it is for several games, or until you get a good handle on Pandora's mechanics and practice using your Sorrows to their greatest effect.

Beyond the starter box, here are some models to look into that fit Pandora's Wp-based style of play as either Wp-focused models or Dual purpose models:
 * Insidious Madness
 * Lilitu & Lelu
 * Stitched Together
 * Coppelius
 * Doppelganger
 * Primordial Magic or Poltergeist

Starting Difficulty
Pandora is one of the harder Masters to learn the game with. She uses lots of unique mechanics and her reliance on Wp duels may lead a new player to having a slightly skewed view of the game as your world will mostly revolve around that one type of Duel. She is by no means incapable of being learned by a new player, but most will want to start with a simpler Master. Her learning curve is steep but provides a unique perspective on the game and a one-of-a-kind experience.

=__Playing Against Pandora__= Pandora can be one of the toughest Master to play against, not just because she is a strong master, but because her usual play style targets an aspect most models are weak against - their Wp.

It is highly advised that you bring models with average to high (6+) Wp and, if possible, bring models with //Stubborn// (such as the Ortegas).

Avoid bringing a crew with a really low model count as Pandora is best against a smaller number of models, as she can more easily disable or at least debuff all of them. A crew of 2-3 high cost models can very easily succumb to Pandora's will, and you will be at her mercy as she shutting down your entire force (and all incoming threats). Just remember, fewer models sent against Pandora means fewer targets she has to worry about.

The best way to deal with Pandora herself is to start with her crew. Most are not nearly as hard to hit and hurt as their Master and will often be providing critical support for her. Lilitu and Madness should be taken out as fast as possible, and while Sorrows may not do a whole lot on their own, they provide damage enhancement for Pandora with //Emotional Stress// and their spells will eventually get through if they keep casting them enough or if Pandora has already debuffed you. They are a model you really need to watch out for.

Once you have dealt with enough of Pandora's crew or have a good opening, go for Pandora herself. Be aggressive and be ready to make every hit against her count. Even so, avoid attacking her directly as targeting her triggers her //Expose Fear// duels which she will most likely win. Try to catch her in AE's like Blast Markers and Pulses/Auras that deal damage as they do not specifically target her (bypassing //Expose Fears//). When using Blast Markers, target a model near her like Sorrows (or one of your own models!) and make sure the template covers Pandora. Self-destruct models like Steam Punk Arachnids (or even Papa Loco) are also a good choice against Pandora, so protect them until they get up close, then run up and explode all over her. With only 8 Wds, it won't take much to bring the willpower Master down, just remember she can use SS to prevent some of that incoming damage.

Also, many players (veteran and new alike) forget to focus on your Strategy and Schemes! Make sure to take Schemes that don't required you to kill Pandora or interact with her (Schemes like Assassinate and Deliver a Message). Frame for Murder is a good scheme against her, even if you announce it you just need to pick a model Pandora will want to kill and kill fast (like Papa Loco or Pere Ravage) and just run them up into her face and have her deal with them. Schemes based around killing her crew (like Exterminate or Kill Prodigy) are not a bad choice as those models are often not nearly as hard to kill as her, just be careful. If Pandora figures out or knows you are going for Schemes like this, she can make your life very hard by shutting down/killing the models closest to your targets.

To summarize:
 * Avoid targeting Pandora directly, make use of AE's.
 * Avoid bringing low Wp models.
 * Try not to bring crews with a low model count.
 * Deal with her crew before you deal with her.
 * DON'T FORGET YOUR STRATEGY AND SCHEMES!

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