M2e+Zipp

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 * Zipp, Gremlin Master**

=__Overview__=

Zipp is a disruption master, while others can deal more damage, he excels at messing up your opponent's plans through placing them wherever he wants, denying them actions, and dropping blocking terrain. He also supports his crew by allowing them to take free upgrades and push around, and also has moderate damage output if the situation calls for it. Interestingly, he's the only Insignificant master, but makes up for it with his incredible mobility.

=__Mobility__= Zipp is probably the most mobile master in the game. With Wk8 and Flight, alongside the natural 3 Master AP, he can move 24" across the board in one turn with no special tricks or buffs required. He also has a defensive trigger that allows him to place within 6", allowing for more movement if your opponent decides to attack him. He also has a mask trigger on one of his attacks that allows him to take a walk after moving. Zipp can definitely be where he wants, when he wants.

=__Offense__= Zipp's damage is below average for a Gremlin master, but his utility makes up for it. He has two attacks, the **Zipp Zapper**, which can be used either as a projectile or close attack which deals 2/3/4B damage. You really want it for the triggers though: on a built-in Mask, it can prevent the target from taking (0) actions and give it -2 Wk, and on a Crow you can move the target 6" (or 3" if your opponent discards a card).

His other attack, **Up We Go**, is Ml 3 vs Ht, meaning you're almost always at a +1 advantage. It allows you to place the target within 5", and then deal 2/4/5 damage to it. This damage can't be reduced, making it a good choice against models with Armor. You can also use it to set up targets for your heavy hitters by putting them into engagement or charge range. One of the other benefits of this attack is that it bypasses all defensive triggers since it doesn't target Df or Wp.

As a Sky Pirate, Zipp also has access to a couple of upgrades that grant Attack Actions, however, they are generally better given to Iron Skeeters or The First Mate so that you can use Zipp's AP for things only he can do.

=__Resilience__= Zipp has decent defensive stats for a Master: Df 6, Wp 6 and 12 Wounds, but what makes him really tough to kill is his defensive trigger **Blasting Off Again**. After resolving with a Mask on either Defense or Willpower, Zipp can place anywhere within 6". This is incredibly powerful as it means provided he has any Mask in hand at all (or a Soulstone), he is guaranteed to be able to get away. This is especially powerful against actions like Charge and Flurry, as he can simply place himself out of range or line of sight after the first attack, wasting your opponent's AP. Unlike the various **Squeel** triggers, this trigger is a place and not a push, meaning you can place yourself behind terrain, past a model, or even inside a building, making it more likely that you can get to a safe spot. Zipp's totem, Earl Burns, also has the ability to hand out suits to friendly leaders and constructs in an aura around him. Much like with Som'er Teeth Jones and his Loudest Squeel, if Earl passes out a Mask, then Zipp can be incredibly difficult to pin down and kill.

=__Upgrades__= Zipp has two Limited upgrades, both of which provide a similar control ability: one forces opponents to discard a card when they use (0) actions, the other forces a discard when they spend a Soulstone. They also each give a slightly different way to remove conditions (discarding cards or soulstones when Zipp activates), which is important when playing with the rulebook schemes, as otherwise Zipp would not be able to remove Distract or Cursed Object from himself, being Insignificant. Finally, these upgrades also allow friendly models to attach a free Sky Pirate upgrade for each upgrade that Zipp has. It's a very good idea to take one of these Limited upgrades, since they both provide some important control, and if you bring any other Sky Pirate models, you can make up the cost by attaching free upgrades to them.

=__Tactics and Tips__= (Combos, tricks, and it's best role in-game )

=__Leading a Crew__= (With subheadings, usually referencing specific spells, abilities and important combos)

Strategies and Schemes
(General overview, then maybe specifics on what strategies/schemes are good and bad)

Building a Crew
Zipp almost always wants to bring a few Sky Pirates along. Both of his limited upgrades carry the ability **Fully Equiped Airship which** gives free upgrades to his fellow Sky Pirates for every upgrade on Zipp.

=__Playing Against [Master]__= (How best to deal with the master, things to watch out for, etc.)

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 * __Ownership__ **