M2E+Voodoo+Doll

// "So you can stick your little pins in that voodoo doll. //// I'm very sorry, baby, it doesn't look like me at all." // // - Leonard Cohen, Tower of Song //
 * Voodoo Doll, Neverborn/Gremlins Dual-Faction Totem (Zoraida) **

toc == =__Overview__= Voodoo Doll is a baleful magical effect disguised as a model. Zoraida can hire the Totem, or she or a Will O Wisp can summon it.

Zoraida summons the Voodoo Doll as a (2) Action, and when she does the Voodoo Doll can immediately try to **Hem** a target. This creates a sympathetic bond called **Sewn Fate**: whenever the Voodoo Doll takes damage or gains a Condition, so does the **Sewn Fate** victim.

The Voodoo Doll also gives Zoraida a few other options for affecting the victim: It gives Zoraida a positive twist on all duels against the **Sewn Fate** victim, and she can take a (1) **Interact** to push the victim up to its **Wk** in any direction. Just don't forget that ANY master within 1" of the doll can do that interact. Your opponent's master can do this too, and it starts getting interesting if your opponent also plays a Zoraida crew, as both of the Sewn Fate models can be pushed with a (1) interact against one of the two voodoo dolls.

=__Mobility__= With a **Wk** 3 and no special movement tricks, the Voodoo Doll doesn’t really move around much. The **Cg** 6 is pretty good if you decide to have the Voodoo Doll stab a victim with pins, though.

=__Offense__= The Voodoo Doll has a simple attack with **Ml** 3 that does 1/2/3 damage. There’s rarely much cause to use it. One nice thing about the Voodoo Doll in melee combat, though, is that the fight is often very one-sided: the Voodoo Doll wants to stab the enemy, but the enemy doesn't want to hurt the doll for fear of hurting its **Sewn Fate** victim.

The main offensive potential of the Voodoo Doll is **Hem**. The Voodoo Doll can immediately cast it when it’s summoned, and can cast it again to switch targets if needed. **Hem** has **Ca** 7 and needs an 8 or better of any suit to cast. It gives the victim the **Sewn Fate** Condition: When the Voodoo Doll takes damage or gains a Condition, so does an enemy **Sewn Fate** victim. This lasts until the Voodoo Doll casts the spell again or leaves play.

You can’t target Masters with **Hem**. You can target friendly models, but this does not deliver Conditions (or damage) due to the text of **Sewn Fate**. It does allow you to use **Dance, Puppet**, however.

Zoraida gets a positive twist to all duels against the Voodoo Doll’s victim if the Voodoo Doll is within 6” of her.

=__Resilience__= The Voodoo Doll’s Resilience is not good. It’s got a Df 1, Wp 4, and Wd 6. But you don’t want it to be resilient. You want it to suffer, so the **Sewn Fate** model suffers.

With the Tarot Reading Upgrade, Zoraida can heal the Voodoo Doll with the (1) Action **Mend**. This is also a good thing, since the Voodoo Doll can’t do more damage than it has remaining wounds. Healing the Voodoo Doll back up to its maximum **Wd** 6 gives more chances to hurt the Doll’s victim. This may or may not be the best use of Zoraida’s actions, but it’s a way to extend the Voodoo Doll’s punishment. The **Sewn Fate** victim gets only the damage and conditions inflicted on the Voodoo Doll; not the healing.

=__Tips and Tricks__=

The Voodoo Doll causes trouble just by existing. On its own turn, it can waddle around to catch up with Zoraida, or **Defensive Stance** to make itself easier to attack. (You'll flip more cards on **Df** duels, allowing you more possibilities to choose a low card. This only matters for enemy attacks, since you can't relent to them.) Note that **Defensive** is a condition, so it will be transferred your **Sewn Fate** victim!

One trick is to give **Burning** or **Poison** to the Voodoo Doll. The target will take damage twice! Once from the Condition they gain, and again when the Voodoo Doll takes damage from the Condition. Zoraida can do this with the Hex Bag Upgrade, she can also use Iggy or a Nurse to hand out the Conditions.

The Voodoo Doll can also be used to **Hem** your own model. Why you ask? For the **Dance, Puppet** Ability. Zoraida can use this to push a friendly model around the board without requiring a TN, and if you want to then **Obey** it, the positive twist from **Bound** makes it more card efficient. As an additional bonus Zoraida doesn't need to be within a certain distance or have Line of Sight to the model with **Sewn Fate** to use **Dance, Puppet**. And since **Dance, Puppet** pushes a model, it ignores severe terrain and engagements. This may require a pretty hefty use of Soulstones and/or AP, but the potential for setting up charges or getting a Marker into place is outrageous.

Some Voodoo Doll options:
 * Have Zoraida hit Voodoo Doll with **Voodoo Pins**. This gives damage, and the **Poison** Condition doubles up.
 * With the Hex Bag Upgrade, Zoraida can give the Voodoo Doll damage, **Poison**, or **Burning**, or ** Blind to the Aethe ** r, which prevents Soulstone use, which can be great against Henchmen.
 * Have Bad Juju hit the Voodoo Doll with **Dirty Claws**, which has both a hefty damage track and a Trigger, //Quicksand//, that gives **Paralyze**.
 * Take advantage of enemy **Terrifying** models by waddling Voodoo Doll over to them to **Paralyze** a model you previously **Hemmed**. Remember, you can cheat in low cards to fail the Horror duel!
 * Crank up the burning by having Iggy attack your Voodoo doll. You might as well use it as a vector for the **Mood Swing** Condition while you're at it.
 * Leave a Nurse beside your Voodoo Doll to ensure anything that gets **Sewn Fate** does nothing worthwhile for the rest of the game; her **Paralyze** ability will even heal the doll.

Sadly, Zoraida can’t hit a friendly Voodoo Doll with **Bewitched**, because **Bewitch** can only target enemy models.

=__Playing Against Voodoo Doll__= If you can resist the **Hem** you'll be safe. Otherwise, try to survive the attacks the Voodoo Doll passes on to you. Condition removal helps a lot, too. Or use Lure or Obey on the Voodoo Doll to pull it away from your opponent's crew, so they cannot attack it.

Sometimes it's better to kill a Voodoo Doll. It will do up to 6 damage to your model, but you can choose the time that it happens, and if you can heal that will help. Remember that the Voodoo Doll can't do more damage than its remaining wounds – if your opponent is preparing to heal a hurt doll, that might be an opportune time to strike. Be aware that leaves your model in a very vulnerable state afterward. If you can kill it with a Headshot or other insta-kill that won't hurt your own **Hemmed** model, all the better. It's a Ht 1 model, so vulnerable to attacks that sacrifice enemy models like swallow whole.

Finally, remember that your Master can **Interact** with Voodoo Doll to push a target with **Sewn Fate**. It's incredibly niche (and strange that Zoraida lets this happen), but there might be some occasions where it's worth spending an AP to re-set your model into charge or engagement range.

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