Pepper is an interesting little weasel. I’m not a fan of his 6 health, even with his 5 defense. Dirge has the same defensive stats and more health. I accidentally kill Dirge all the time, so I’m worried about our little weasel.
He is very mobile with his high speed, Where Did They Go? and Get Over Here on Spice. This is nice, even just to get in the way and give gang ups (every dice helps with Intimidate).
As always, let’s look at his damage output:
He does almost as much damage as Cinnamon, just hits the 2 damage on the playbook a little less often than she does. As far as momentum goes, if he’s picking damage then he’s making momentum.
Wellington has singled out, so I went ahead and calculated his damage under that. Also, if you want to figure out his damage with Chef’s Special just add 1 damage to the values in these tables are you are pretty close to correct (close enough for game purposes).
Singled out makes hitting the 2 (or wrapping on the really low defense models) a lot more likely.
But, I am not really planning to make attacks with Pepper, except in one case, really: parting blows. With the vicious rule, Pepper’s parting blows are, well, vicious.
Easily doing 4+ damage on a parting blow will really make people think about walking away from him. And if you can keep models where they are then you can make sure you apply pressure where you want. Of course, this doesn’t help if they just kill Pepper and then walk away.
Lastly, the Cooks have this weird goal scoring sub-theme, so we should look at Pepper’s tackle. It’s not a bad tackle, it turns out. You don’t really want to try against high defense models (the 5s) but against everyone else it’s pretty likely.
Overall a decent mascot I would say, that has the flaw of dying to a stiff breeze, which is how Cooks are supposed to function. He doesn’t really do anything actively, but still contributes something.