M2E+Gluttony

// "I've taken the last nickel out of her nation sack." - Robert Johnson, Come On In My Kitchen //
 * Gluttony, Gremlin Mercenary Enforcer**

=__Overview__= A mercenary model with Scheme Marker denial and territory-denial powers.

Like all the Crossroads Seven, Gluttony is great at making an area toxic and draining enemy resources. In particular, Gluttony drains enemy Scheme Markers and, to some extent, cards.

Gluttony is a Gremlin model, but doesn't have specific synergy with any particular Gremlin Master. However, as a Tormented model he has synergy with Jack Daw, and as a Crossroads Seven model he can be found in a Crew led by Wrath. toc

=__Mobility__= Gluttony has a **Wk 5 Cg 7**, so he can move adequately. He doesn't have any special movement tricks.

=__Offense__=

Melee
Gluttony's close-range attack, **(1) None Can Be Found**, is a short-range **Ca** attack with a decent attack value and a decent **2/3/5** damage spread. While it's not an exceptional attack, it's strong enough to do the job.

Casting
Gluttony can also target enemy models with **(1) A Rhythm to Those Who Hunger**, a powerful and flexible **Ca** attack resisted by **Wp.** Until Gluttony's next activation, the model gains a Condition that pushes it into base contact with any newly-placed Scheme Marker within 6", and then does 2 damage after the push. This can affect the model up to twice. This can be used to force the opponent out of position, deny enemy Scheme Marker placement, or just do some extra damage to the model. On a Mask, the //Leftovers// trigger then places a Scheme Marker in base contact with an enemy model within 6" of the target, instantly triggering the first push and damage. Each use of this ability can only push the target twice, for a total of 4 damage and up to 12" of push.

Note that this Condition pushes the target into base contact with friendly or enemy Scheme Markers, so you can use it to lead the enemy model around with **(1) Interact** actions, but they can lead it back the same way. Be careful not to use this on an enemy model if you need to place new Scheme Markers close to the model in the near future.

Gluttony also has an offensive Scheme Marker manipulation ability, **(0) Feast!** that discards all Scheme Markers within 2" of another friendly model. If you can get another model nearby, Gluttony can just remove a Scheme Marker or even a big stack of Scheme Markers. Since this is Gluttony's only (0) action, it's always good to take it if it would give any benefit. Note that Gluttony can also discard friendly Scheme Markers this way, so be careful!

Passive
Gluttony also has two passive damage effects.


 * Come On In My Kitchen** affects any enemy model which ends its Activation within 3". If it didn't take an Interaction action during its turn, the enemy model must discard a card or take 2 damage.


 * Hunger Pains** is a mask **Df** trigger. If Gluttony fails the **Df** check, the enemy model must discard one of their own Scheme Markers within 6" or suffer 2 damage.

These passive attacks combine well with other Crossroads Seven markers, since the Crossroads Seven Markers generally all affect an area and cause 2 damage or a card discard. Put together, the Crew can drain a lot of cards or do a lot of damage.

=__Resilience__=

Gluttony has mediocre defenses in general with **Df 5 Wp 5.** However, he has **Wd 10** which is quite solid for the cost, and **Hard to Wound +1**, so he can absorb a lot of damage.

Gluttony also has several passive effects to discourage enemy models from harming him or getting close. See Offense - Passive, above.

=__Upgrades__=

With a lot of **Wd** but no way to heal them, Gluttony can benefit greatly from **Dirty Cheater** when hired within his own faction.

=__Tactics and Tips__=

In a Crossroads Seven Crew, you can stack Gluttony next to other Crossroads Seven models to make a truly deadly area with the overlapping auras. This is especially effective against melee-based Crews, which need to get close, but may not be able to survive the experience without a massive resource drain.

A lot of Gluttony's most wicked tricks revolve around moving enemies with **(1) A Rhythm to Those Who Hunger**. You can use this to disarm enemy Scheme Runners and to throw enemies out of position.

Because Gluttony's ranged attacks don't have a very long range, you'll often need to get closer to an enemy than might be comfortable. Stick close to other Crossroads Seven models, or stick behind cover to protect against ranged attacks.

In a Gremlins crew, he works well alongside Fingers and Brewmaster, since Fingers prevents interact and Brewmaster prevents... well, any action. He also works alongside Zipp who makes interacting more difficult, and The First Mate who can slow an enemy while pushing it into Gluttony's aura.

=__Playing Against Gluttony__=

Ranged attacks with a high minimum damage work best against Gluttony.

Be cautious of Gluttony's defensive trigger, aura, and ability to consume and destroy Scheme Markers.

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 * __Ownership__ **