M2E+Electrical+Creation


 * Electrical Creation, Arcanist Minion**

=__Overview__= "We're not a team... we're a time bomb" -Bruce Banner (The Avengers)

You're not a time bomb! The Electrical Creation is a time bomb! For reals though. The E.C. has a shelf life of literally three turns (given 0 interaction), at which point it will actually explode. So, don't expect this people to stick around too long. We presume the E.C. is Ramos' experiment at trying to make a ball-lightning and succeeding for the most part- it floats around, wait for the opportune moment, and gets friendly with the enemy models. An Electrical Creation in your face can leave you a little shocked. (Punches for Puns.) toc

=__Mobility__= The electrical creation's movement is a little sad, actually. With a move of 4, no unimpeded, flgiht, or incorporeal, all he can really do is move 4-8 inches a turn. He's only got one move on the back of his card, and it make him 'splode, so that won't help him move anywhere except off of the table.

=__Offense__= The Electrical Creation has three offensive lines-


 * Explosive Demise** Much like an Ice Gamin, when this model dies, it creates a 2" pulse that does 2 damage. It does specify "Killed not Sacrificed", and that will become important in just a second.


 * Shocking Touch** The second method of administering damage is by ending his turn in base to base with something. It reads, "At the end of activation, all models in base contact with this model suffer 1 damage". Another damage type that is non-tn related, and just happens. Reach out and touch someone. (Punches for Puns)

This is the most direct attack that is actually an attack. It's the only action listed on the back of the card- and reads "Models in range suffer 3 damage, Then Sacrifice this model." There's the keyword, sacrifice. If the E.C. dies, it gets explosive demise and drops a scrap. If the E.C. bursts, it does one more damage, but doesn't get to ALSO use Explosive demise. Dropping scrap counters //also// stipulates that a sacrificed model drops no counters- so no corpse for living sacrificed models, no scrap for construct sacrificed models. So- to burst or not to burst. If you want to summon a spider up field where the EC was, you should either let it die of natural causes (it's half life), kill it yourself (with a ranged attack, preferably), or let your enemy kill it (with melee, preferably). If you see a ton of models all grouped together and you want the most damage for the loss of the model, then Burst might be the better option. It's also the best way to apply the damage actively, from the E.C.'s point of view, as it doesn't take an AP from another model to make it explode.
 * (1) Burst** //(Ca3, TN13, Rg (pulse) 2)//

=__Resilience__= Man, this electrical creation... It seems like all it does is explode. You might think that it's unstable or something.

It is. And that's why it's difficult to keep this thing alive, it is literally meant to die. It's got a DF of 6, so above average, and a WP of 10, which is really nice because if Zoraida got her hands on this thing, she's just make him explode in his own crew's face. With three wounds, (and 2 after his first activation!) this model is bound for the ground.

=__Tactics and Tips__= So, if you hire this model it will be dead by turn three. Ramos, with the electric summoning can summon them as well. These models are meant come to life, run around, and explode near enemy models. The best part about them, however, is this. They //are// constructs now, so if they die by half life, or by being shot, or anything other than burst or other sacrifices, then they will drop a scrap marker. This leads to a lot of interesting synergy with...

As a man who can summon from scrap, and can summon an electrical creation (without scrap), the E.C. is essentially a really good robo-spider primer. Depending on how much scrap you want, this leads to a few opening gambits that have become relatively standard for a Ramos Crew: //The Magnetism Opener// Have the E.C. double walk out. Have Ramos (0) Magnetism to him. Let him relent. This will kill the EC, and he will drop scrap, allowing Ramos to start summoning. //The Joss Cleave Opener// Same sort of thing, where you hire him and have him walk, then instead of magnetism, you charge him with Joss, and cleave him in twain. This will produce //two// scrap markers, which will feed Ramos' Summoning on turn one //and// turn two. It does deal a little damage to Joss, though. You can Arc blast him as well, though only if you take the time to walk him up. With armor you only take one damage, so it's up to you if you want the wound or you want one more inch of move (as he can either walk 5 and and shoot, or charge and double attack).
 * Ramos**

Past that the strategy for him is to get in as close to the enemies as possible to shocking touch them, and hope to be close enough to explode on them when they die. The Mechanical Spiders ignore the pulses, so don't worry about them getting hurt- in fact a mechanical spiders is the best way to keep a model where it is (and engaged) until the E.C. can explode. You can also try and shoot them with a silent one or other casters that have blast tokens to do damage to the EC, cause them to burst, and also place templates, though this will be one where you'll want to cheat down the DF to try and get to the straight flip.

=__Playing Against Electrical Creation__= Try and kill it before it gets into your face- if it can go off and deal damage to one of your opponent's models, all the better.

If it does get close to you, but doesn't have a buddy, it can't actually engage you as it has no melee attack, so you can literally just walk away from it.

Remember the two important order of activation points on this model. 1) The damage from shocking touch happens at the end of the activation. If the E.C. sacrifices itself, it doesn't //get// to end it's activation. 2) The damage from half life happens immediately at the start of the activation, so if it has 1 wound left, and no one is around it, the pulse will have no effect.

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