Gupps

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 * Gupps, Neverborn Minion [[image:p-16740.jpg width="311" height="490" align="right"]]**

=__Overview__= Low-attack, high-defense Insignificant minions, the Gupps are not very powerful but can be difficult to eliminate. They're most useful when used in a self-replenishing cycle with a Spawn Mother, especially to feed blood-thirsty Nephilim. They're also useful for guarding objectives that can be protected by Insignificant models, such as a Supply Wagon.

Like all Silurid, they do best in terrian with a lot of water.

=__Mobility__= Gupps have a slow **Wk/Cg 3/5**, but receive a **+2 Wk** when moving in water terrain. They can activate with other Silurid, and can cast **Leap** (which requires a 6 or higher) to fly an additional 5". They are quite fast in the right circumstances.

Gupps can also increase the mobility of other Silurid, by casting **(1) Juvenile** Wail to give other Silurid a free **Leap**. This can only be used when the Gupps is engaged with an enemy, and can only be used to move the other Silurid toward the Gupps. Note that since Gupps are considered Silurid, they can use this spell to move each other around as well.

=__Offense__= Gupps have a fairly weak melee attack, **Vestigial Claws**, with a **Cb 4 mask** (no triggers), that does **Dg 1/2/2** plus **Poison 1**. As combat abilities go, it's not much, but it's something.

=__Resilience__= Gupps can be extremely resilient in the right circumstances. They have a decent **Df 5** and a surprisingly high **Wd 5**. Furthermore, they gain **Armor +2** when in base contact with water from **(0) Mud Bath**, which lasts until they leave the water. And they have **Regeneration 1**. And they have Silent, so enemy models cannot ignore cover. All in all, they are quite hardy.

Furthermore, they can come back often. They drop two Corpse Counters when killed, and if there is a Spawn Mother in play, those Corpse Counters can be brought back to the **Spawning Pool** to make a new Gupps model. This can lead to some valuable synergies, such as growing many Terror Tots by killing your own Gupps and then bringing them back again.

Note that, like other Silurid, they suffer **1 Wd** if they're more than 6" away from water or Silurid, because of **Unstable Evolution**.

=__Tips and Tricks__= Usually, Gupps are not too powerful, but be aware of opportunities to block enemy models and gum up their motions, or for Strategies that can be used with Insignificant models.

=__Master-Specific Tips__=

Marcus
Because they're Beasts, Marcus can hire Gupps. I have no idea why he might want to do so, though.

Lilith
Lilith can hire the Gupps as a renewable, sustainable, clean source of vampiric energy, lining them up to be slaughtered by Terror Tots while a Black Blood Shaman and Nekima watch with approval. With a Spawn Mother in place, this can lead to an endless cycle of Gupps to kill.

Hamelin
Because they're Ht 1, Hamelin can also hire Gupps. I have no idea why he might want to do so, though, since he can't hire a Spawn Mother.

=__Minion-Specific Tips__=

Gupps work best when hired alongside a Spawn Mother, since she can make more.

=__Playing Against Gupps__= It's Insignificant and kind of difficult to kill for its power level, with little offensive potential. It's only worth killing if you want the two Corpse Counters, or need to kill something to accomplish an objective.

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