Ophelia LaCroix, the
name that strikes fear and respect into the hearts of Gremlins everywhere. That
she has become the leader of the most powerful Kin in Malifaux as a girl is
even more amazing. It would be like if Marilyn Monroe took Joan of Arc’s place
at the head of the French armies. Let’s take a closer look at this amazing
Gremlin.
Abilities
Ophelia has very good stats not just for
Gremlins, but also for any model. Defense and Willpower of six, twelve wounds,
6-inch walk and charge and Ht 1. This makes Ophelia a very solid model. She has
Companion allowing her to activate after a friendly model within 6-inches has
finished so her Young can shoot one of her guns and then reload it back to
Ophelia, allowing her to take a shot with it. On a Mask, she has “Second
Loudest Squeel!” she can push 4-inches after suffering damage in any
direction. That she has the trigger on her Wp, as well as her Df,
is great since it allows her to escape engagement even from models that target Wp
instead of defense. Shoot High Boys
allows friendly models within 3-inches of Ophelia to ignore randomization into
engagement for Ht 1 models (unless the original target was Ht 1). An
undervalued ability on Ophelia is Plink! Before making any damage prevention
flips Ophelia can discard an upgrade to reduce the damage by 1. This can allow
Ophelia to prevent, at minimum, 2 damage by spending a Soul Stone and
discarding an upgrade. When standing in Lenny’s damage reduction aura, the
minimum increases to 3 with the obvious exception of a Black Joker showing up
on the prevention flip. Since Ophelia and her Young can always give upgrades back,
she can afford to discard her named upgrades in an effort to stay alive.
Actions
Ophelia has one attack
action and it is one of the most dangerous. Her Rough Rider pistols (why only
carry one when you can use two) are one of the most accurate and damaging
attacks in the game. As Sh 6 with a positive to hit, she can generally hit
anything she wants rather reliably. On a Ram, she can up her damage profile
to 4/6/8 from 2/3/4. This damage track
is on par with Seamus’ .50 Cal but unlike Seamus, Ophelia, being smarter, used
two pistols that were not black powder based so she can use her pistols more
than once per turn. Silly Seamus!
Onto her tactical
actions, she has three of them. Two of them are listed erroneously under attack
actions so we’ll cover those two actions first. With My Eye Closed, a (0)
action, lets Ophelia turn into a little green Annie Oakley. This Action imparts
all of Ophelia’s attacks with a single positive to hit, but your opponent gets
to choose the target. The target must be a legal enemy model in range and line
of sight. This allows Ophelia to use her gun upgrades the same as her Rough
Riders getting a positive twists to attack. If she uses her Rough Riders, she
gets a double positive twist to hit. This is a great action but takes proper
positioning to be able to kill a single model, it also competes with Ophelia’s
other (0) action, Ooh A Girl.
This other (0) action on Ophelia allows her to target a friendly
Gremlin with 8-inches and push them into base contact with herself. This can be
great for moving around Rami and Lenny, and it is one of the integral steps to
launching a Pere bomb at the opponent. Keep in mind that this is a push so
impassable terrain will stop the pushed model from making all the way to
Ophelia. It is also a great way to move Gremlins out of engagement range of the
big hitters in an enemy crew. Her last tactical action is a (1) Action
to Reload one of her named upgrades, pretty straight forward since every time
she uses an attack action on her upgrade it gets discarded. So this allows you
to get that gun back and fire it again, whether with Ophelia or a Young LaCroix,
which seem to hang about her. This action is integral to her Plink! ability
allowing her to get back upgrades to reduce damage.
Upgrades
Jug Rocket
This gun gives Ophelia
a 12-inch gun that ignores line of sight with a 3/4/5 damage profile. It also
gives Ophelia another (0) action, Your Turn, that lets her target another friendly Kin
model within 2-inches of her and place that model anywhere within 8-inches of
her. Any model placed this way can’t take interact actions for the rest of the
turn but it is a good way to get Rami into a sniper’s nest ignoring terrain and
terrain elevation, or really starting out the Pere Slingshot like a boss.
Hooch Igniter
This gun gives Ophelia
a 10-inch blast based attack that will only do a maximum of one damage. The key
is to maximize the blasts with moderate and severe damage since everyone
damaged by the attack will gain Burning +2. This attack does ignore
cover, so a focus here gives positives to attack and damage, allowing you to do
a maximum of 1 damage and Burning +2 with three blasts on a severe.
It also endows Ophelia with a new (1)
action of Move and Burn. This lets friendly Kin within a pulse of 10-inches
with the Paralyzed or Slow condition to catch on fire for Burning +1 and lose Paralyzed
and Slow conditions. Trading 1 damage at the end of the turn to allow
Kin models to lose Paralyzed and Slow can be helpful in a crew
facing any models that can cause the Paralyzed condition (looking at you
Pandora!) since as we have seen most of them have horrid Wp stats.
My Threatnin Gun
This attack deals
3/5/6 damage at 10-inches and forces the target pass a TN 13 Horror duel after
suffering damage from it. On a Ram you get the trigger of not only the original
target, but also everyone within a pulse of 3-inches must take a TN 13 Horror
duel. Yeah, didn’t think Gremlins could Paralyze did ya?
This upgrade also give
Ophelia yet another (0) action of Move it! This action allows
Ophelia to target a friendly Kin and force them to take a (1) action,
albeit with a negative to any duels during this action. So Ophelia can force a
Kin to walk forward, or interact with this instead of attacking because the probabilities
of getting in a successful attack are rather slim. One thing this does work
well with is using it on Francois. Francois can mitigate the negative be spending
a Soul Stone to get a positive to the duel allowing him to act and cheat as
normal.
Overall
Overall Ophelia is a
master that, though straight forward, has a ton of complexity built into her. Her
named upgrades aren’t just great for the attack actions but prove to make some
interesting combinations with the tactical actions they bring to Ophelia. With cycling
upgrades she becomes a Master that can adapt to most situations on the fly as
well as being hard to take down if you remember to use her Plink
ability. She is susceptible to Devour from any model that has it because she is
Ht 1 though the use of the Stilts general upgrade can mitigate the danger. This
can make for a tough choice when facing crews that can bring any Devour based
models. She is about as brutal as a ranged Master can get with one of the best
damage profiles in the game. She doesn’t have the extreme range of Perdita or
Rasputina, but she can often position herself, as well as her crew, for points
almost every turn.
My Threatening Gun's Move It! also works nicely with the Moon Shinobi =)
ReplyDeleteThe moon shinobis are not kin, so it does not work at all.
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