M2E+Rami+LaCroix


 * Rami LaCroix, Gremlin Enforcer**

__ **Overview** __ toc Brutally straightforward, Rami is a sniper. Nothing more, nothing less. With long range, **Reckless**, and **Dumb Luck** he can make down range a very unpleasant place to be.

=__Mobility__=

With a **Wk 5** and **Reckless** he's pretty mobile.

Rami's only other mobility trick is to move away after a successful enemy Melee attack using **Squeel!**.

=__Offense__=

18" range and 1/3/4 damage make Rami a dangerous ranged attacker. He suffers from a low weak damage, but this is mitigated by **Focus**, which he will often want to do in order to increase the range of his gun to 36", allowing him to hit almost the entire board.

Aim High
Using this ability Rami can fire into melee without risk of hitting friendly Ht1 models, which includes most gremlins, with some exceptions (mostly Masters). As Rami will often be providing covering fire for his fellows this can help minimize collateral damage and provide a helping hand if Francois LaCroix should end up over matched by an opponent

Dumb Luck
This Trigger doubles rifle attack damage but Rami suffers half. It requires a ram Rami can get from **Do it Like Dis!** from Som'er or a Skeeter, or from **Dumber Luck** from Lenny. Lenny synergizes well with this trigger, since he also reduces the damage Rami takes by 1.

Reckless
Like many Gremlin models, Rami can take 1 damage to gain an extra Action Point. This can be spent to reposition, or commonly for an extra shot. While he can only get off one focused shot per activation on his own, this extra shot is another chance to hit.

=__Resilience__= At **Wd 6**, Rami has few wounds compared to other Gremlins of a similar cost. His **Df 4 Wp 4** aren't much better. He can, however, position safely near the back of the board and still be effective. If possible when choosing where to set up Rami give him elevation and cover. Elevation will make it harder for melee troops to reach him and help him see over obstacles. Cover will reduce the potency of incoming fire. Rami also carries his **Trusty Flask** into battle with him that lets him heal 1/2/3 damage, which is useful as he will take damage from both **Reckless** and **Dumb Luck** even if he is never attacked himself.

=__Upgrades__=
 * Dirty Cheater** allows you to heal 1 damage when you cheat a flip. It can help to mitigate the damage taken from **Reckless** and **Dumb Luck** by cheating attack flips, and if you're lucky, damage flips too.


 * Stilts** is often better used on another model, but can be used to give Rami a little extra height so he can see **Ht** 1 models over walls.


 * Hide in the Mud** allows Rami to always count as being in Soft Cover. This can make him more difficult to counter-snipe.

=__Tactics and Tips__= Rami is a very strong model for scoring **Vendetta**, since he has such a long range that he can nearly always take an attack action against his chosen model on turn one, and if you're lucky with card draw, can potentially trigger **Dumb Luck** and kill it that same turn.

Zoraida and The Brewmaster both have some synergy with Rami, since they can use **Obey** to make him **Focus**, allowing him on his turn to use **Reckless**, shoot, **Focus**, and shoot again for two focused shots in one activation.

Rami can work well with a Student of Conflict if you skip the usual totem to give him **Fast**, which combined with **Reckless** gives him 4 AP and allows him two focused shots per turn.

=__Playing Against Rami__=

Rami has no close attacks, and with his low **Df** will have trouble leaving an engagement. Engage him as soon as possible and he will die quickly.

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 * __Ownership__ **