M2E+Wind+Gamin


 * Wind Gamin, Arcanist Minion**

//'I am a leaf on the wind - watch how I soar' -// Hoban Washburne, 'Firefly'

=__Overview__= Wind Gamin are pesky little creatures that inhabit the Badlands outside Malifaux. They have a strange affinity for shiny objects, and bring extra mobility to any Arcanist crew. toc

=__Mobility__= While they can't match the speed of a woman on horseback, Wind Gamin are still pretty nippy little creatures. A good Wk of 5, Flight and the **Leap** tactical action mean that (depending on having a 6+ of masks in your hand) they can get around fairly quickly.

They also have a unique way of lending additional mobility to other friendly models via their **To the Sky** ability. This has been errata'd as of July 2017, so that the Gamin isn't buried and the push happens immediately upon the little guy being killed or sacrificed.

=__Offense__= Wind Gamin aren't the most offensive of models, instead preferring to flit around the edges of the battlefield scheme-running. When they do have to fight, they have a mediocre Ml attack with a 1/3/4 damage spread. They do have a built-in trigger to take the action again - thankfully this is after resolving, not succeeding, which is a blessing given their low Ml!

=__Resilience__= Unlike their sturdier cousins, Wind Gamin aren't the most resilient of creatures. A mediocre Df and Wp is offset by **Armor +1**, but your best bet is to take advantage of their speed and Ht 1 to hide out of line of sight.

=__Tactics and Tips__= Wind Gamin are best served as scheme runners, given their mobility and cheap cost. Unlike some other scheme runners it's not necessarily a bad thing to put them in harm's way, since they can still assist the crew even after being killed.

=__Playing Against Wind Gamin__= With Df 4 and only four wounds, Wind Gamin are pretty easy to put down if you need to get rid of them. Just be aware of their **To The Sky** ability, and consider what your opponent will do with that free push you're giving her.

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