Cassandra

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 * Cassandra, Arcanist Minion**

=__Overview__= Like the Coryphee Duet, Cassandra is one of Colette's objective grabbers and melee strikers. Cassandra is also decent at casting spells, though this is more of a secondary role. Because Cassandra only gains the valuable //Use Soulstone// ability when hired into a crew with Colette she is rarely, if ever, hired into other crews.

=__Mobility__= Although Cassandra's Wk is only 5 she also has //Confident//, //Dance Partner//, //Grand Finale//, and //Nimble//, as well as her //Swirl of Motion// and //One Fluid Motion// triggers, which give her great mobility.

//**Confident**// This Ability allows Cassandra to push 6" before the first activation of the encounter.

//**Dance Partner**// This Ability allows Cassandra to either switch or be placed in base contact with a friendly Coryphee or Coryphee Duet within 18". Although not identical, it is similar to the Viktorias' //Sisters in Spirit// Ability.

//**Grande Finale**// This Ability allows Cassandra to activate once after the end of the last turn of the encounter. If you need to do something to gain VP or deny your opponent VP then this is your last chance.

//**Nimble**// This gives Cassandra 1 AP dedicated to taking a //Walk// action during her activation.

//**Swirl of Motion**// This trigger, requiring a Mask, allows Cassandra to Push 4" after casting //Breathe Fire// or //Sublime Performance//.

//**One Fluid Motion**// This trigger is the same as //Swirl of Motion//, but applies to Strikes made with Cassandra's Saber.

=__Offense__= Cassandra has a high Cb 7 (and in Colette's crew the //Use Soulstone// Ability) allowing her to hit most models, but only average Dg.

Until the end of Cassandra's activation she will give models within 1" of her a negative twist to their Defense flips. However, this has no effect on enemy models when resisting Cassandra's Spells.
 * Blonde Act**

This ranged Spell can hit models with blast markers and becomes a 2" melee spell if Cassandra is engaged. If she hits an enemy with her Saber, she can trigger //Magician's Prop// to cast //Breathe Fire// on the same target, at a negative twist, for free.
 * Breathe Fire**

This Ability gives Cassandra one melee Strike when using //Walk//, //Charge// or //Jump// that does not cost any additional AP. In the case of a //Charge// you can make one melee strike at any model, including the model you are charging, due to Sword Dance (and if you trigger //One Fluid Motion//, Push an additional 4"), then a second melee Strike at the charged model. Only the second Strike in this scenario gains the positive twist on the Damage flip due to the //Charge//.
 * Sword Dance**

This allows Cassandra to cast a single 1 AP spell that is possessed by a friendly Showgirl within 12". Colette's //Magician's Duel// is great for striking opposing Soulstone users or models with low Ca. With her speed, //Dance Partner//, and //Use Soulstone// this can come out of nowhere, and can be good for getting rid of Totems and other irritating models. If you have used //Sublime Performance// then you could use //Siren Call// from the Performer, giving you a much better chance of inflicting //Paralysed// on an opponent.
 * Understudy**

This Spell adds a Mask to Cassandra's Ca and Cb, allowing automatic access to the majority of her triggers. It is a (0) Spell, so it will stop you from using some of her other really handy (0) Actions, but in some cases the Mask will get you out of danger. If cast using a Mask, Cassandra can trigger //Swirl of Motion// to Push 4".
 * Sublime Performance**

This Spell heals an enemy model a certain number of Wd. If you heal 2+ then you gain a Soulstone. While on the face of it this seems a silly thing to do, it can be useful in certain situations. Healing Leveticus, for example, can ruin his turn. There are also a number of models in the game which get better having suffered a certain number of Wd. This is still a spell you will use very rarely. Another good target is a Stiched Together which has been killed once this turn but hasn't yet got re-activat as healing it will make it much harder for it to get reactivate, but it will still go away at the end of the turn.
 * Elegance**

=__Resilience__= Cassandra has decent stats for defending and resisting, though only 7 Wd. Be careful when an opponent attacks Cassandra; quite often your opponent will attempt to Cheat Fate and use Soulstones whenever possible to kill her.

//**Celebrity**// This Ability prevents Cassandra from being targeted by anything other than ranged Strikes and Spell Attacks for the first two turns of the game, unless she makes an Attack. Remember, Cassandra's //Sublime Performance// is not a Spell Attack, so Cassandra cannot cast it on herself while //Celebrity// is in effect.

This ability gives Cassandra's attackers a negative twist to both their Attack and Damage flips.
 * Southern Charm**

This ability gives Cassandra //Harmless,// which ends if she takes any Action other than //Walk// or //Pass//.
 * Sultry**

=__Tips and Tricks__= Cassandra a good at achieving objectives on the first turn. //Confident//, //Nimble//, and one //Walk// will almost always get her to a Dynamite marker, Treasure counter, or Evidence marker and allow her to interact with it first. //Southern Charm// will help keep her alive. If you have any AP left, you can also use //Sultry//.

If you also have any Coryphee models, or a Coryphee Duet, you can have Cassandra use //Dance Partner// to move into base contact with them and help out in melee combat. This is often done after both models have interacted with objective markers or counters, to prevent your crew from being isolated.

If for any reason you can't or won't move Cassandra out of danger you may always use //Defensive Stance// as her first action.

=__Master-Specific Tips__= Because Cassandra only has //Use Soulstone// when she is hired into the same crew as Colette she is normally not found in any other crews. Kaeris, Joss, Steamborg Executioner, and two Coryphees are all good alternative models to taking Cassandra when she can't use Soulstones.

=__Minion-Specific Tips__= By casting //Sublime Performance// and using //Understudy// to cast the Performer's //Siren Call//, Cassandra is slightly better at luring enemies, though Cassandra can only cast //Siren Call// once per Activation this way. This is useful if you need to repeatedly cast //Siren Call// so that the Performer can inflict //Paralyzed// on it. Alternatively, using //Understudy// to cast //Seduction// (which Cassandra can boost using Soulstones, thus making it much more likely to succeed) will give an enemy a double negative twist to Resist and Defense Duels, making it very easy to land other Attacks, while keeping your Performer well away from melee.
 * Performer**

If engaging in melee, it can sometimes be useful to use //Understudy// to cast either //Mirrors// or //Beautiful Clothes//. //Beautiful Clothes// is excellent if you have isolated an enemy model (perhaps using Colette's //Disappearing Act//) whom Cassandra can then beat to death at her leisure without fear of reprisal. //Mirrors// increases the survivability of Cassandra and other nearby Showgirls (usually the Coryphee Duet) by negating weak Damage flips - very likely, given the negative twists that Cassandra can inflict to enemies' Attack and Damage flips and the positive twist the Coryphee gets on Defense flips, not to mention that they can both //Use Soulstone//, or use //Defensive Stance//.
 * Mannequin**

=__Playing Against Cassandra__= Cassandra is most vulnerable before she activates and has a chance to use //Southern Charm// and/or //Defensive Stance//. The negative twist to Attack flips can be negated by using a model with Paired weapons, //Focus//, and //Channel//. As long as Cassandra's crew has Soulstones to defend with and Control Cards in hand it will be difficult to hit her.

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 * __Ownership__ **