M2E+Seamus


 * Seamus, Resurrectionist Master**

=__Overview__= Jack The Ripper meets the Mad Hatter in a dark alley and this is what walks away, whistling. Seamus is the master of playing the angles, taking a deadly shot with his pistol just to step into the shadows and reappear half the board away.toc

=__Mobility__= With a 4 Wk, Seamus is bit on the slow side but has a Tactical Action, **Back Alley**, that more than makes up for it. Seamus can only use **Back Alley** when no enemy model can draw LoS to him but allows him to be placed anywhere within 10" that is also within 1" of any blocking terrain. The action only requires a 7 of any suit and if you happen to flip or cheat a Tome, Seamus can instead be placed within 16". Note that Seamus is only required to be out of LoS in the place where he starts, not where he ends up. This ability is excellent for moving across the board quickly, particularly early in the game before the enemy spreads out and can start to get eyes on Seamus. Unfortunately, after he uses **Back Alley**, Seamus can't take Interact Actions for the remainder of his Activation but it is still quite useful for putting him in position to Interact on the next Turn. The ability is also great for getting the drop on enemies, especially isolated ones. Like all the most terrifying serial killers, you never know where Seamus will pop up to drag another helpless victim into the shadows.

=__Offense__=

Without //Bag o' Tools//
Unless you take the **Bag o' Tools** Upgrade, melee isn't a place Seamus likes to be. His only melee attack is his **Backhand** and although it has a Ml 7, which is fairly high, the damage is a poor 1/1/3. Use this attack only if you have an enemy on its last wound in front of you or if you can cheat a Mask and use the //Bored Now// Trigger to push out of melee and proceed to shoot your "touchy feely" opponent in the face. The other Trigger, //Palm-Side//, requires a Crow and is more of a consolation prize and lets Seamus get another attack against the target and hope for Severe damage.

With //Bag o' Tools//
Seamus with his trusty **Bag o' Tools** in hand is a much more dangerous melee opponent. With Ml 7, a damage of 2/4/5 and up to three attacks he can make short work of many Minions. Reflecting the wide assortment of items (and whatever that tentacle thing is) that it contains, the **Bag** has four Triggers, one for each suit:
 * Ram - //Bloody Mess//: This takes away the target's ability to take Interact Actions for the rest of the game and is great for denying your opponent points in Strategies and Schemes that require them to Interact.
 * Mask - //Make It Beautiful//: Until the end of the Turn, enemy models in a 2" Pulse (including the target) get a -2 to their duel totals when making Attack Actions against Seamus, giving him a little extra protection. I suppose not everyone can appreciate how much more beautiful something can be with a little time, effort, and butchery.
 * 2 Crows - //Sweet Murder//: This Trigger lets you kill a model in one shot unless your opponent discards two cards or two Soulstones. You must plan to use this in advance because you need to spend a Soulstone to add a Crow to the duel total as well as either flip or cheat a Crow. To make the use of a Soulstone worth it, it's best to use this against a model that you wouldn't be able to kill otherwise and when your opponent has fewer than two cards in their hand so they must either discard two Soulstones (whereas you only spent one) or let the model die.
 * Tome - //To the Pain//: You can place a friendly Scheme Marker in base contact with Seamus. Probably not a Trigger you will try to get, but if you are engaged with an enemy and need to place a Scheme Marker it can be useful and more Markers is never a bad thing.

//.50 Flintlock//
Seamus is well known for his handcannon and for good reason. His trademark //.50 Flintlock// has a good range of 10" a respectable Sh 6 and an incredible 4/6/8 damage, making it easily capable of dispatching most minions in one shot. Of course, as it can only be used once per Turn, Seamus only gets one shot. Because of this, you want to make sure to hit and it is often a good idea to Focus before shooting, maybe even twice if it is really important and your target is in range and a Soulstone never hurts either. You may also want to wait to activate Seamus a little later in the Turn, when your opponent has fewer cards to cheat with and less able to avoid a deadly shot.

//Live for Pain//
Seamus's other ranged attack comes from the **Sinister Reputation** Upgrade. **Live for Pain** has a 10" range like the Flintlock and a Ca 6 with 2/3/5 damage. Being a Ca Attack Action, models with **Incorporeal** take full damage from this attack. In addition, Seamus heals damage equal to the amount of damage suffered by the target. This attack will mostly be used as a back up after you've used the Flintlock, but it can also be used to allow Seamus to bounce back after he's taken a beating.

=__Resilience__= Although he has fewer wounds than the other Book 1 Resurrectionist masters, Seamus is still very resilient. Seamus has a below average Df 4.

His best protection comes from his **Terrifying (All) 12.** While 12 might not seem like a difficult number to get, there is always the chance that your opponent will flip a low card and need to cheat a valuable card from their hand to avoid being **Paralyzed**. This possibility will sometimes make enemies ignore Seamus in favor of easier (and less frightening) targets and makes taking him down with multiple weaker models more troublesome.

The next layer of Seamus's defenses is his **Impossible to Wound** ability. This is like **Hard to Wound** on steroids, not only do damage flips receive a penalty modifier, but they can't be cheated either. So even if an opponent manages to get a straight flip, they will be stuck with whatever is on top of the deck.

The **Mad Haberdasher** Upgrade makes Seamus even more difficult to put damage on. After suffering damage, Seamus can discard the Upgrade and reduce the damage to 0 as the attack knocks the hat off his head (represented by a 30mm Hat Marker placed within 3" of him and not contact with him). Afterwards he can walk over and Interact to retrieve his hat and reattach the Upgrade, ready to have it absorb another attack. What did the hat ever do to you?!

Seamus also has two healing abilities to help keep him alive. One, **Live for Pain**//,// was already mentioned in the Offense section. Not only does this attack do decent damage, it also heals Seamus the amount of damage inflicted. The other ability is **Feast of Fear**, which allows Seamus to heal 2 wounds whenever an enemy model within 6" fails a Wp duel, and between Seamus's **Terrifying** and the abilities of his favorite minions, the Rotten Belles, this will happen quite frequently.

The last trick in Seamus's bag o' resilience is his **Hard to Kill** ability. As long as he has at least 2 wounds remaining, Seamus can't be reduced to less than one wound. This means as long as he is above one wound, one attacks can't put Seamus down providing him an opportunity to heal up and avoid death. If he does get reduced to one wound, you can fix that! Arrange for an enemy near him to lose a Wp duel, and he'll back up again.

=__Upgrades__= Seamus is the kind of Master who will likely always take one of his two Limited upgrades, and with good reason.
 * Sinister Reputation - A built in 6" aura that debuffs enemy model's Wp by two. This alone is great for making his Terrifying that much better. Remember that he also will heal two damage when models fail Horror duels near him. This upgrade also comes with the **Live For Pain** ranged attack. While not hitting as hard as his .50 Flintlock, **Live For Pain** will heal damage equal to what his target suffers, making it great as a comeback mechanism. Use this if you want to focus on the Wp duel aspect of Seamus.
 * Bag o' Tools - As mentioned in the Offense section, **Bag o' Tools** grants Seamus a much better melee attack with a variety of helpful triggers. If you plan on using Seamus in melee or to drop scheme markers this is a better upgrade as he can take chunks of his opponent off and use those.

Also of note is his two other dedicated upgrades.
 * Red Chapel Killer - First is the built-in ability to place Seamus with 1" of a friendly Scheme Marker instead of Block terrain. This is helpful for protecting markers from being removed late game by just jumping back to them and tying up the opponent, or escaping to an area that lacks the amount of block features you might need to get to. You also get a new (0) AP action **Distraction**. Burn up a corpse marker within 4" to use **Back Alley** as if no model has LOS to him, allowing Seamus to escape from nasty opponents.
 * Mad Haberdasher - Cue up the Benny Hill music for this one, kids. When damaged, Seamus may choose to reduce the damage to zero (yeah, zero) and drop a 30mm Hat marker within 3" (but NOT in base contact of Seamus). ANY model may then pick up the hat with a (1) AP Interact and gain the benefit. This is a great one to take if you have the Copycat Killer nearby, as he can choose to automatically attach the upgrade.

=__Tactics and Tips__= Seamus synergizes well with his base crew. His Belles and Sybelle pull enemies into position, and make enemies fail Wp duels so that Seamus can heal. Remember **Feast of Fear**; he should be healing constantly with this, especially when he's badly wounded.

Seamus at his best can do massive damage and then disappear into the back alleys before an opponent can respond. He can summon up more Belle models, Rotten Belles or Dead Doxies, to manipulate and lure models with **Arise My Sweet. Arise My Sweet** is a Ca7 0 AP Tactical Action that requires 9+ crow to go off and a corpse marker. But an extra minion and more board control makes it worth it.

=__Leading a Crew__= The crew in the starter box is full of good synergy but your minions are mostly board control and not heavy on killing power. Seamus, Sybelle and the Copycat are capable of putting down some foes but you may want some Dead Doxies for better damage output to add to the crew. Your upgrades will also affect what else you take in your lists, The Hanged, Bishop and others that can target WP if you take **Sinister Reputation** for example. If you have to do killing schemes then use the lure to maneuver enemies near to where Seamus can use the Back Alley action and shoot them, or where Sybelle can get her hands on them. If you can keep a 7+ tomes handy you can use Back Alley to more effectively hunt their scheme runners or get away from potential assassins (mind that distract on the Red Chapel Killer upgrade). You can potentially make Seamus a tar pit as well, just keep a Hanged nearby so his **Unrelenting Terror** aura makes them have to pass a horror duel every single melee attack against him. Many possibilities, learn them all to keep your enemy paranoid and guessing.

Strategies and Schemes
(General overview, then maybe specifics on what strategies/schemes are good and bad)

Building a Crew
Seamus works well with his built-in Crew, and with models with the **Belle** Characteristic. He also does very well with models that cause Wp duels.

Copycat Killer: Seamus's totem. It can bring him his hat back, and it's got a very nice gun for shooting low Df models.

Madame Sybelle: The most likely henchman for Seamus. She causes many Wp duels, and she can speed up and maneuver Rotten Belles. She can also create very serious debuffs for enemy models, and shield friendly models with **Only Sybelle**.

The **Bleeding Tongue** upgrade will give her some additional triggers on her whip. One will let Sybelle control the target to do a (1) action. If Seamus is hit with this trigger (he will take a minimum 2 damage), she can order him to take a **Back Alley** action, which will then not hinder Seamus from interacting. Since the action were not taken during Seamus activation. The trick is really good in Squatter's Rights where Seamus then can flip a maker or two on turn one. While threatening at least one more with his gun.

Rotten Belle: One of the most efficient models in the game. The Rotten Belles **Lure** is nearly impossible to resist and can pull enemies into position. Also a great way to heal Seamus. They are quite resilient, can force the opponent to discard cards, and dish out **Slow**.

Dead Doxy: Not in the main Crew box, but these Belles also synergize well with Crew. They can maneuver both friendly and enemy models into position, and have some very nice debuff abilities. They work well alongside Rotten Belles. Don't compare the two and expect them to do the same thing; take both and see how well they work together!

The Hanged: Cause a lot of additional Wp duels, especially Horror duels.

Flesh Construct: The Flesh Constructs add resilience to a Seamus Crew. They also are very likely to gain Reactivate from Ceaseless Advance, because of the powerful hand-destruction tricks in a Seamus Crew, especially the Belles' **Lure** trigger to force a discard.

Bishop: A Mercenary worth considering with Seamus. Bishop target Wp with his attacks, which can in turn heal Seamus if he hits. With **Sinister Reputation** Seamus can debuff enemies in order for Bishop to go after their WP with ease. At -2 Wp, Bishop will have no trouble to hit.

Yin: An all-around great control model, Yin has lots of Wp synergy with a Seamus crew. Yin's **Gnawing Fear** will make it a lot harder for enemy models to pass their Wp duels and **Lures** can help overcome her low Wk.

=__Playing Against Seamus__= Seamus has low Df and is easy to hit, but reduces damage and can heal back. He's slippery but can be killed with a concentrated attack. Watch out for his Belles **Lure** attacks, and Sybelle's attacks and debuffs. The Rotten Belles are resilient; it takes a lot of effort to kill them and he can bring them back. Choose carefully before you target them.

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