Rootin’ Tootin’ Sharpshootin’

So let’s take a look at Kami. She has some quality stats, with an extremely high MOV and a good DEF of 5+. Her KICK is 3/6”, so while she’s reasonably accurate, she’s not got a particularly long distance. Her TAC of 4 is low, but hey, she’s a gunslinger not a thug!

Secondly, let’s look at this playbook. Weird huh? Kami is the first model in the game with no damage on her playbook, none whatsoever! This gives us some really cool potential design space we can move into in the future, and it’s just something interesting we can do to experiment with. Her first column is good, with a momentous Tackle and a momentous Dodge, but apart from that her playbook is a little plain, up to the non-momentous GB result on column 4. That’s a weird place for a non momentous GB result on a TAC 4 model…. Hmm. Wonder if there’s a reason for that?

Her character plays begin to shed some light on this, with her Chemical Ordnance proving to be a pretty cool rule. It’s triggerable on the playbook with a GB symbol, and it inflicts 1 condition damage and either burning or poison on an enemy model within 6”. That’s pretty tasty, but seems like it’s kinda bad for how high it is on her playbook…

Her second character play was hinted at in the Free Cities Draft campaign, it’s Kill the Ball. This is a very useful play that allows her to remove the ball from the pitch and perform a goal kick. This is a good way for the Alchemist player to get the ball back in play if it’s been hidden away by the nasty opposing team trying to stop you scoring goals!