The+Claw


 * The Claw, Neverborn Minion**

=__Overview__= The Claw is one of the three minions that comes in The Queen's Return boxed set, and he's got a set of abilities meant to combine with the other models in that set. He's an Undead Fae, and is fairly durable for a minion. This model, and all the other fae minions in the box set, are close combat models with some movement tricks, and two attack actions unique to each of them. One a weapon, and the other challenge. The Claw is unique in having a ranged attack option with his weapon. His (0) Challenge attack pushes enemy models into contact with him, and inflicts a negative flip on defense flips on the right trigger. His other abilities and stats are identical to the Thorn and the Tooth.toc

=__Mobility__= His mobility is about what one would consider average, and he has two built in boosts to mobility; both as (0) actions. One is the power to push an enemy model within 8" into BtB with him as a (0) attack action. So it's possible to get a 13" threat range on a single close combat attack with The Winter Spear. The other is a (0) tactical action that lets The Claw push into BtB contact with a scheme marker within 4". Note that the wording of that second option, called A Clear Path, does not say 'push this model 4"', it says 'push this model into BtB with a scheme marker within 4"'. In addition to working against either friendly or enemy scheme markers, this ability lets the The Claw push up to 4" plus the base width of the target scheme marker and his own base width; a little over 6" when the stars align.

=__Offense__=
 * The Winter's Spear:** This is an average attack value Ml attack with a mask built in, and the option to use as either a close combat attack, or a short ranged projectile attack. it has the rather average 2/3/4 damage track and two triggers. The built in mask grants you the **Brambles** trigger, which grants a positive flip to damage when the target is near a friendly scheme marker. On a book, which needs to be flipped or cheated, you can choose **A Trophy For The Queen**, which places a scheme marker in BtB with the target. Because the spear can hit enemies from six inches away, The Claw has the unique ability to place scheme markers next to enemy models with a projectile attack, but it does require some luck on the flip, or a cheat out of the hand.


 * Challenge of Winter****:** One of the relatively rare (0) attack actions in the game, This is a short range cast action that has no range icon, so can ignore cover. It has a baked in mask, but the one trigger on this attack only works on a crow. Without the trigger, this attack pushes an enemy model into BtB with The Claw. The trigger Winter's Chill forces your opponent to discard two cards, or the target model suffers a negative flip to all Df duels until the end of the turn.

=__Resilience__= The Claw has pretty decent resilience, with slightly below average Df and Wp offset by Armor +1 and Hard to Wound +1. He also has a mask baked into his Df, which doesn't do anything unless you put the Taproot upgrade on one of your Fae models. If within 10" of the model with Taproot, win or lose the duel when attacked, The Claw can discard a friendly scheme marker within 3" of himself to push 3" in any direction. So long as there's a scheme marker to spend on Taproot, this is one of the most effective defensive boosts for a minion in the game. Given how tough The Claw is, your opponent is forced to deal with the model that has Taproot, or remove your scheme markers, in order to kill The Claw.

=__Tactics and Tips__= On his own The Claw is a respectable model, but really wants to be playing on a board covered in friendly scheme markers, so this dictates the kinds of models you'll want in your crew. With Taproot and enough scheme markers, he should be incredibly difficult to bring down for a minion, and while he's not a scheme running by any stretch of the imagination, he can move a little over 16" in a single activation with two walk actions and clever use of A Clear Path.

=__Playing Against The Claw__= Clear out his scheme markers. If he's in LOS and 10" of a model holding the Taproot upgrade, at best you're going to hit once if your attack goes against Df. You need to get the scheme marker out of there first, or push the Claw out of range of scheme markers or the Taproot model. If the model bearing Taproot is Aeslin, and The Claw is within 6" of her, don't bother trying to force the Claw to walk, push, or place. It won't work.

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