M2E+Lucky+Emissary


 * Lucky Emissary, Gremlin Enforcer**

=__Overview__= An incredibly fast melee model with powerful buffing and debuffing spells. The Lucky Emissary can move with incredible speed when the cards are right.toc

=__Mobility__=

The Lucky Emissary is incredibly mobile! It has a **Wk 6** which is quite high, plus **(0) "Onward, Bessy!"** which requires a 6 of any suit and pushes 3" in any direction.

More importantly, whenever another unengaged friendly model flips a Mask (or multiple Masks) on any flip, the Lucky Emissary can push an additional 3". This can't really be reliable, but it can provide tremendous but unreliable mobility when there are other friendly models within 3" of the Lucky Emissary.

The Lucky Emissary also has //Charge Through// which can allow additional Charge actions after hitting an enemy model, which can chain up for more Charges and mobility if used carefully.

The end result is that you can't really compute how far the Lucky Emissary can go. There's a lot of randomness to it, but there isn't really much of a maximum limit to how far the Lucky Emissary can roll.

=__Offense__=

Melee
The Lucky Emissary's main attack is **(1) It Was Your Fate To Be Trampled**, a vicious 3" range melee attack with a strong **Ml** score and a whopping 3/4/6 damage.

The attack has two triggers, both of which require Tomes. //Caught in the Spokes// places the target anywhere in base contact with the Lucky Emissary, and works on a Tome even if you miss! This can be useful for moving friendly models into position (or out of trouble), or to throw enemy models around. //Charge Through// (which requires a Tome and the built-in Mask) pushes an enemy 4" away and then makes a charge against an additional target if the Emissary is not engaged.

By chaining these triggers up, the Lucky Emissary can generate a large number of charges (hitting once and then Charging Through the second attack) to plow through a crowd and throw enemy models into disarray. The only limit is how many Tomes you can spare.

Casting
The Lucky Emissary also has a potent long-range **Ca** attack with no gun icon. **(1) Dead In Their Tracks** gives a target **Slow**, or if they're already **Slow** gives **Paralyzed** instead. This is a powerful and flexible way to stop enemy models. It's a judgement call whether you'd rather cause massive damage or stop a single model, but with Lucky Emissary you can do either.

=__Resilience__=

The Lucky Emissary has a strong **Wp 6 Df 6**, but a slightly low **Wd 9**. It also has **Armor +1**, which helps.

More importantly, the Lucky Emissary has **Hard to Kill** and the ability to heal itself through the **Destined** Condition. Each time you earn VP from the Strategy, the Lucky Emissary gains **Destined +1**, which heals 1 Wd at the end of its activation. This can build up to an incredibly resilient model if the game is going well in other ways.

=__Haberdashery__=

The Lucky Emissary also has a massive gamewide Crew buffing ability that it can use, usually only once per game, usually during Turn Four or Five depending on how the Strategy goes. (You need **Destined +2** to use it, which usually means getting Strategy VP at the end of Turn Two and Turn Three, making this action available at Turn Four at the earliest for any standard game.)


 * (0) "Reach Into The Hat... of Destiny!"** gives a random bonus to every friendly model in play, including your Master. But you don't get to control what. For each friendly model, you flip and randomly get either a Scheme Marker in base contact with the model, give the model **Fast**, heal the model 2 damage, or place the model within 4". This can change the game in a lot of ways, but you need to be prepared to handle unexpected benefits. Maybe you'll move models into position. Maybe you'll get more Scheme Markers. Maybe it'll help in a fight or with scheme running, and maybe the benefit won't help at all. But the collection of a benefit for each model in play means tremendous potential to turn the game around, if you can stay on top of the chaos and conquer the mysteries of the Hat of Destiny.

=__Upgrades__=

Like all Emissaries, the Lucky Emissary has a number of zero cost Upgrades, including one for each Gremlin Master.


 * Conflux of Misfortune (Som'er Teeth Jones): Gives friendly models within 4" a positive twist when using ** Bayou Two Card ** . Also gives a solid ** (0) ** attack action that does decent melee damage.
 * Conflux of Inebriation (Brewmaster): Gives a free push when the Lucky Emissary suffers damage from poison. Also gives a no-resist ** (0) ** action to give a model with ** Poison +3 ** negative flips on all duels, which can be a harsh debuff for enemy models or a powerful buff for Moon Shinobi.
 * Conflux of Blood Ties (Ophelia LaCroix): Heals nearby friendly Kin, and a (0) Attack to make a model vulnerable to shooting attacks for the rest of the turn.
 * Conflux of Bacon (Ulix): Makes the Lucky Emissary immune to charges from friendly Pigs, and gives a ** (0) ** action to push a nearby pig up to 6" at the cost of 2 Wounds.
 * Conflux of Explosive Force (Wong): Increases the damage from blasts, and gives a ** (0) ** action to draw two cards and then place two cards on top of the deck.
 * Conflux of Bushwhacking (Mah Tucket): Can discard a suit to get an extra benefit from ** Chores **, and a ** (0) ** to draw cards when killing or sacrificing enemy models.
 * Conflux of Fate (Zoraida): After beating up a model, leaves it vulnerable to **Obey**. Also gives a **(0)** action to draw a card and stack the deck.
 * Lucky Conflux (any): Boosts nearby friendly minions and gives a (0) to cycle cards for a Soulstone.

=__Tactics and Tips__=

A lot of managing the Lucky Emissary is about having a plan for what to do with it when lucky moments come. You'll need to do some card management, especially to save your Tomes which the Lucky Emissary loves for its offensive triggers.

=__Playing Against Lucky Emissary__=

Models that can ignore **Armor** and **Hard to Wound,** or impede healing, will have more success hunting the Lucky Emissary. Watch out for its multiple charges and tremendous mobility.

Try to block your opponent from gaining Strategy VP. You should be doing that anyway, of course, but this may delay or even prevent the **"Reach Into The Hat... of Destiny!"** action.

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 * __Ownership__ **