M2E+Moleman


 * Moleman, Arcanist Minion**

=__Overview__= This strange cross of miner and mole is largely used by the Arcanist faction to achieve schemes

=__Mobility__= Looking at the Wk/Cg, you wouldn't be hugely impressed, but it is the (0) action allowing the Moleman to be placed in base contact with a friendly Scheme marker within 8" that gives it its greatest mobilty.

Note that according to the wording on card, Moleman can be placed in base contact to a friendly scheme marker that is within 8 inches. This hint is ignoring line of sight. And you can place it to the opposite side of the marker which effectively stealing yet another 1 inch. Maybe worth something in Squatter Rights scenarios.

=__Offense__= (Possibly with subheadings like 'melee', 'ranged' and/or relevant spells and abilities)

=__Resilience__= They don't have a great Df, they don't have a lot of wounds, but they do have **Armor +2** and a trigger that allows its armor to reduce damage to 0. They also have a (0) action which will improve their Df, and make them unmovable.

=__Tactics and Tips__= I use a pair of these to lay schemes all over the board. My typical activation is to (0) to a friendly scheme marker, walk 4" away from it, and then drop another scheme marker (which the other one can use to carry this on, leaving a line of scheme markers across the board, whilst not slowing down the molemen)

=__Playing Against Molemen__= Molemen rely heavily on their **Armor** to stay alive, so anything that ignores **Armor** will make short work of them. Alternatively, if you have some way of destroying scheme markers - Phillip & The Nanny, Performers or Executioners for example - you can hamstring their mobility by removing their scheme marker 'jump points'.

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 * __Ownership__ **