M2e+Iron+Skeeter


 * Iron Skeeter, Gremlin Enforcer**

=__Overview__= The Iron Skeeters are Gremlin Sky Pirates who ride around on mechanical flying machines built to look like Skeeters. Naturally, they're pretty intimidating! They're a fairly generalist model with decent damage output and support abilities. Their signature action allows them to bring a Ht1 friend along for a ride, helping improve the speed of your crew.toc

=__Mobility__= Wk6 and Flight mean the Iron Skeeters can get where they want to be fairly quickly.

While they don't have any other actions that allow them to move, they can improve the mobility of their whole crew with their **"Hop Aboard!"** action. It's a (0) that allows them to pick up a Ht1 non-leader model and then place it in base contact with the Iron Skeeter at the end of its activation. That means you can drag a friendly up to around 15" (allowing for base size of course) if you take two walks. The one caveat to this action is that it has the good old "must declare a trigger" clause, with a couple of negative triggers in there. The four triggers are:
 * Push the target 3" away after placing it, and it takes 2 damage
 * The target heals 2 damage
 * The target gains slow
 * The target gains fast

If you're lucky enough to get a tome, you can make the target fast //and// drag it along with you. With a model with Reckless, this can be devastating. Luckily, Iron Skeeters are both Gremlins and Constructs, meaning that Earl Burns and Som'er Teeth Jones (or his Skeeters) can give out that Tome for fast (or whichever suit you want, of course), or if you just want to avoid the Slow trigger, Lenny can also give out the Ram.

=__Offense__= While it's probably not their main goal, Iron Skeeters have a respectable damage output with a Ml5 2/3/4 attack that can hand out Poison or a Sh5 2/2/3 attack that can hand out Slow. They can potentially get an infinite number of attacks off with the **Dirty Fighting** trigger on their melee, which requires a Ram or Mask and allows them to take the attack again after damaging a Slow target. This would be another great use of Lenny or any of the other suit-granting models.

As Sky Pirates, Iron Skeeters also have access to a bunch of upgrades, which they will probably fill up on if taken with Zipp. Among these is the **Hovering Airship** which gives the bearer a LoS-ignoring Sh5 3/4/5 damage attack (although watch out for the Crow trigger, which lets the target shoot you back with the same action); **Airship Spotlight** which does no damage but can deny cover to the target, and **Poorly Handled Explosives**, which causes the target to explode at the end of the turn, dealing pulse damage, or extra damage if it's killed before then.

All of the Iron Skeeter's attacks have lots of triggers available to them, meaning suit-granting models are very useful to keep around.

=__Resilience__= Their defences are decent for a 6-stone model, Df6, Wp5 and 6 wounds, and as Gremlins they have access to healing from Slop Haulers. Their other defence is their **Sputtering Exhaust** ability, which potentially allows them to place a LoS blocking marker down after completing a walk. The downside is that it requires a card flip, and if you flip a crow you take 1 damage instead of placing the marker. Still, it can be a good way to block Line of Sight and stop pesky enemies from targeting not just the Iron Skeeter, but the rest of your crew too.

=__Upgrades__= (Recommended upgrades for the Enforcer and how important they are to him/her/it.)

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

=__Playing Against [Enforcer]__= (How best to deal with the Enforcer (whether as a leader or not), things to watch out for, etc.)

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 * __Ownership__ **