As the infamous leader of the Bayou Bushwhackers, Mah Tucket is not a Gremlin to be trifled with. She is wanted for untold Guild infractions involving Grand Theft, Assault & Battery, Assault & Battery followed by Grand Theft, Assault & Battery followed by Grand Theft then returning for additional Assault & Battery, and Assault & Battery Just For The Heck Of It.
She wields an enormous wooden spoon, notched by the heads of innumerate fools who thought they could handle one stout old Gremlin in a giant hat. Mah Tucket takes great pleasure in serving up a dose of reality to the unwary with her huge wyrdwood utensil. In her leather-lined apron, she bulls and hollers her way through the Bayou, swatting anyone dumb enough not to move out of her way.
Stout, durable and cantankerous, she is more than capable of standing toe-to-toe with the best of the big folks, and expects the same from her followers. Failure is simply not tolerated and she has a habit of barging to the front to show them how it’s done. And then yell at them about how it's done. And then show them again, just to make sure it really sinks in.
Formed in her image is The Little Lass, her diminutive and terrifying protégé complete with her own spoon, giant hat and fearsome aspect.
Never has cookware struck fear into the hearts of men as it does when wielded by Mah Tucket.
Mah Tucket’s crew comes with six models, including Mah Tucket herself. The Little Lass is her totem and constant companion, and the older Trixiebelle helps out by scaring away the enemy with her Gremlin “charms.” The Bayou Bushwhackers form the primary fighting force of the crew, and they are effective either at range with their rifles or in melee with their iron frying pans.
In a faction of masters focused on support and shooting things, Mah Tucket stands out as the Gremlin Master that just wants to get into melee and beat people to death with a giant wooden spoon. The spoon shouldn’t be ignored, as it does impressive damage, and Mah has a number of Triggers to increase the damage and to push and her victim around. Pushing people around is one of Mah’s specialties: “Get Off My Land!” lets her push far up the board before the game even begins, while Let Mah Handle This and Horrible Hollerin’ both let her boss around other models during the game.
One of the more unique aspects of Mah Tucket is her Chores ability, which grants her entire crew a bonus based upon the suit of her initiative flip. This might allow her crew to ignore Severe terrain, given them a boost to their melee skills, or just let Mah draw a card whenever one of them is killed. Chores is random and thus can’t really be relied upon, but all the benefits are good for her crew, so it’s best to just embrace the randomness and roll with whatever comes up.
Mah’s Do It Right ability allows her to sacrifice a friendly Gremlin that missed a melee attack to give the rest of her crew a bonus to their melee attacks, which can be brutal when combined with Mah’s already high melee score. She does have some support for ranged attacks, but it comes on her Bounty upgrade, which grants other Gremlins a trigger that lets them draw a card after killing their target. Mah’s other upgrades increase her defensive or melee capabilities, and Know The Terrain stands out as a particularly amazing upgrade that allows Mah to charge while engaged and to ignore intervening terrain and models during a charge. Any battle plan that involves getting up close and personal with the enemy will benefit from Mah Tucket’s leadership, especially if her crew needs to be there before the enemy shows up.