Well now. Compared to her original version, Veteran Minx has gained a point of KICK accuracy, a 2” melee, and a lovely green card with a Hunters symbol on it, which is a pretty nice start to things right off the bat. Her speed is still one of the most impressive things on there, and her handsome new spear means she has an 11” threat range without any outside assistance, which is at the top end of what you’ll typically see.
Much like Veteran Decimate last week, Veteran Minx’s Playbook makes a virtue of simplicity. It only has two non-momentous results, one of which is a Tackle (she’s a stabber, not a baller), and a solid wealth of options. A momentous Dodge on column 1 means she can very reliably generate momentum and move around even more, and momentous two DMG on column 2 gives her a solid, pretty reliable momentous damage result. She also has a momentous GB result on column 3, which we’ll discuss in a moment. Towards the top end of the Playbook, she has a double Dodge on column 4, and a rather nice momentous three DMG/Dodge result on column 5.
Hitting the very top end of her Playbook can be a bit of a challenge, but bear in mind she’s in the Hunters. With an abundance of effects like Gut & String, Singled Out, and of course the Snared condition, the Hunters have always had a variety of ways of unlocking the top ends of their Playbooks.
Minx has two Character Plays, one of which, More Teeth!, triggers on that momentous GB symbol we talked about earlier and allows her to put down additional jawbone traps. This is actually a pretty important Character Play for her, but we’ll discuss that when we get to the back of her card and see exactly what these jawbone traps do!
Her second Character Play is thematically a follow up to Marked Target on her original version. Marked For Death is a cool Play that really cements the role we wanted for this model, for her to be a vanguard model which can go in, set up an enemy model, and be a pain to remove. Marked for Death is a bit of an odd rule wording wise, because it affects friendly models which are targeting enemy models within Minx’s melee zone, which isn’t an area of wording we’ve really done before. This is actually a really cool bit of design space that opens up a bunch of interesting interactions for us.
This Play allows friendly models to gain +0/+2” MOV when Charging an enemy model that’s within Minx’s melee range, AND pay 1 less Influence for the Charge. Jaecar charging for 1 Influence, anyone? Sound alright, yeah? Coupled with all of the Furious available in the Hunter’s Guild, this just makes the Guild even MORE Influence efficient.
Traps, Traps Baby