M2e+Earl+Burns

toc
 * Earl Burns, Gremlin Totem (Zipp)**

=__Overview__= Earl is the captive mechanic who "donates" his work to Zipp's crew of Sky Pirates. Like most Totems, he's focused on buffing his master and typical crew, and he has some construct synergy. Also, despite being a 3-cost totem, he is both a Minion and lacks the **Insignificant** ability, meaning if nothing else he can be used as a cheap activation that can achieve schemes if necessary.

=__Mobility__= A standard Wk of 5 is fine, but where Earl shines is his ability **"Get Your Hands Off Me"**, which allows him to tag along whenever a nearby Sky Pirate declares a Wk action. Earl can therefore benefit from Zipp's high Wk and Flight, or can be brought along with an Iron Skeeter as a second passenger. This is particularly useful as he provides some buffs in auras, and so he can be moved around to continue handing them out where they are most useful.

He also has a (0), **Tasty Human**, which doesn't affect his own mobility, but allows a Pig or Swampfiend to push into base contact with him.

=__Offense__= Something has probably gone wrong if Earl Burns is attacking things, but he can just about do it. He has a Ml4 attack that deals 1/1/2 damage, although its saving grace is a 2" range, letting him control a decent area for a 3 cost model. More importantly, it has two inbuilt triggers, one that can heal friendly Constructs instead of dealing damage, and one that can drop Scrap Markers after damaging enemy Constructs.

While not a directly damaging effect, Earl can also buff Zipp and any other friendly Constructs with his **Regular Maintenance**. It's very similar to Som'er's **"Do It Like Dis!"** action, where he can discard a card to let friendly Leaders and Constructs add that suit to their duels. This is especially helpful for Zipp as it can give him a built in Mask, making him virtually untouchable with his Df trigger. But that's not all, this action has a trigger that allows Earl to discard a Scrap Marker (perhaps dropped from his melee attack), which means that not only do friendlies add the suit, they also gain a positive to attack actions. This can really help out, and Zipp with positives to attacks is a scary beast indeed.

=__Resilience__= Df5 with 5 wounds is pretty good for the cost, and he also has access to **Squeal** and is immune to damage and burning from pulses. However, he is not a Gremlin or Pig so might have a hard time finding healing. Make sure to play a bit safer if you tend to rely on Slop Haulers to keep your models topped off on wounds.

=__Tips and Tricks__= Zipp is Insignificant, but has a fantastic Wk8 and Flight. Earl, however is not Insignificant, and can tag along with Zipp whenever he takes a Walk action. If you //really// need Zipp to run schemes it's doable, as long as he brings Earl along to actually take the Interact actions.

Using Earl's **Regular** **Maintenance** early in the turn to hand out Masks can be a good idea - not only does it allow Zipp to use his defensive trigger at-will, but when Zipp finally activates, he can also use **My Work Done, I Race Triumphantly Into The Clouds** when attacking, providing even more walk actions for Earl to tag along with.

=__Playing Against [Totem]__= If Earl is sitting beside Zipp and giving him suits, it's a good idea to focus him down to help make Zipp a bit easier to catch. If that's not doable, simply splitting them up can work well - Earl will have a hard time catching back up to Zipp so he can start to tag along again.

Unless otherwise stated, all names and images on this site are property of Wyrd Miniatures, LLC. ([|Link])
 * __Ownership__ **