Razorspine+Rattler


 * Razorspine Rattler, Arcanist Minion[[image:WYR3009_500.jpeg width="349" height="357" align="right"]]** toc

=__Overview__= This massive serpent, both python and viper, is incredibly swift and vicious. It has no love for anyone or anything - even refusing help from its own allies.

=__Mobility__= The speed of the Rattler is incredible. Thanks to "**(1) Serpent Strike**" it effectively has a charge of 16" (moves 4" then charges 12") and, being **"Lightning Quick",** it can opt to leave Melee by pushing itself 6" once it has damaged its victim with a Fang-Strike (provided it flipping/ cheating a Mask card when attacking). It also can't be stopped from disengaging.

A Rattler can move 16" in a turn where they don't engage a target by moving and then using Serpent Strike to charge the nearest target when it's further than 14" away (12" charge + 2" melee range). Make sure to use the 4" move to put the Rattler somewhere where the 12" charge won't leave it exposed. Having to charge the nearest target makes this situational, but it will often be good for pushing the Rattler forward turn 1 at least.

=__Offense__=

__**Ranged**__
The Rattler is made to kill and has options to do so. Should it want to keep its distance, it can still spear targets from 8" away with its Venomous Spines. As their name suggests these are toxic and, should they flip a Crow in making their attack, the victim will gain 2 Poison Tokens adding to the initial injury. This will most often be useful when you want to clear a wounded weak target, allowing you to Serpent Strike the target you really want to charge by making it the closest target. It can also be useful for turns when you absolutely don't want to end the turn engaged, so you can take a pot shot then move 4" away. With only Cb 4, I wouldn't rely on the Rattler's ranged attack too much.

__Melee__
Though able to launch its spines, the Rattler prefers to get in close and remove its enemies within reach of its Fangs. Like its spines, if the serpent should flip a Crow in striking with their Fangs, the victim will gain 2 Poison Tokens. However, should the serpent choose not to inject its poison it can retreat instead when flipping a Mask card to push itself 6" away from its target via its **"Lightning Quick"** trigger.

This is the only spell the Rattler knows, costing it a 7+ crow to cast, and it can only affect targets that are HT 1-2. If cast successfully, the victim is crushed in the serpents coils (taking -2 Wounds), and becomes Slow until it moves itself away from the Rattler or the round concludes. More threatening is, once the Rattler has its victim ensnared, it gains the ability to unleash an "**Onslaught**" of fang-strikes against its "cuddle-buddy". Should it make a Fang-Strike that damages when flipping/ cheating a Mask, the Rattler may make another Fang-Strike against the same victim.
 * (1) Constrict**

Typically Constrict is only used when the Serpent starts its activation in base-contact with its target, which is not easy. However, it also has a place at the end of the Rattler's activation so as to reduce the target's AP for that round.

=__Resilience__= The Rattler isn't that hardy a creature. With 8 Wd's it can take a beating, and with Df 5 it can dodge most problems, but with no defensive tricks it won't last long under any assault. It is Terror causing, so low willpowered living creatures are unlikely to stay in its melee range for long.

=__Tips and Tricks__= "**(1) Serpent Strike**" does have a disavantage in that it may only target the nearest enemy in the Rattler's LoS. Even if two targets are in Charge Range, the Rattler must go for the closer of the two or else spend 2-AP to charge normally.

=__Master-Specific Tips__= (What it says on the can - any Synergies with other Masters worth mentioning) NOTE: There's no need to discuss every Master that can take him, just the ones worth mentioning

=__Minion-Specific Tips__= (As with Master-Specific Tips, going into any specific Synergies with other Minions.)

=__Playing Against a Razorspine Rattler__= Watch out for Serpent Strike action and remember that he has to target closest minion and if he fails, his activation ends so try to screen yourselves with something which isnt worth killing. Furthermore, without charge Rattler is really slow (Wk 4) so you can use this to your advantage.

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