M2E+Clockwork+Trap


 * Clockwork Trap, Guild / Ten Thunders Peon**

=__Overview__= A cheap Peon, the Clockwork Trap is a passive debuffing and attacking model that is excellent at controlling a key position and messing up enemies that go in. It doesn't really do anything; it just hangs out in a place where you think your enemies will want to go, and makes it unpleasant for them to go there.

The Clockwork Trap is most often seen with a Guild Pathfinder, which can summon and move the traps, and gets attack bonuses to enemies who are caught near the traps.

Despite what you might think from the fluff, Clockwork Traps aren't Constructs, so Leveticus can't hire them, and Mei Feng can't use them for **Railwalker** (though she can still hire them for board control if she's **Ten Thunders**).

=__Mobility__= Nope! At least, not in any usual way. The Clockwork Trap doesn't even have a **Wk** score. It can't even Activate. It just sits there being a Trap. It's **Inanimate.**

If you hire the Clockwork Trap, you can put it where you want it to be with **From the Shadows.** Choose wisely.

If it attacks a model, it can //Clamp Shut// on Crows to push into base contact with an enemy model and follow it around.

Other models can move it, though! The Guild Pathfinder can put it in a new place within 6" with a (0) action. The Guild Austringer can Deliver Orders to move the Clockwork Trap and give it an **Interact**, which can be incredibly efficient since the Trap is often starting in a key position anyway.

=__Offense__= Yes! Whenever an enemy model ends a push, place, or move within 2", the Clockwork Trap can attack with its **Trapping Jaw.** It's **Ml 5** with **1/2/3** damage. What's more, on a Crows you can start dragging along with the target, which is a great way to continue hampering the target.

It also just slows down enemy models. Enemies that start within 2" must make a **Wk 13** duel or gain **Slow**. This affects any enemy model that activates nearby, even if the Clockwork Trap is already **Clamped On** to another target.

=__Resilience__= For its cost, the Clockwork Trap is quite resilient. It has **Df 5 Wp 6**, with only **Wd 3** but **Armor +2.** It takes a few hits to kill, which is a great way of draining enemy AP.

=__Tactics and Tips__= Clockwork Traps are very inexpensive at 2ss, but they have the disadvantage that they don't ever do anything themselves.

Clockwork Traps work best in scenarios and strategies where you know where the enemy is going to be. A Pathfinder can move the Trap next to an enemy later to hold it down, but Clockwork Traps work best when the enemy has no choice but to stumble into them.

In this way, you can also use Clockwork Traps to control your opponent's behavior. Enemies will probably just avoid the trap, so it can be a way to block out choke points or key strategic areas. Traps are great for **Turf War** and **Squatters Rights**.

In **Squatters Rights**, Traps can do a nasty trick with the Guild Austringer to **Interact** and claim the markers early in Turn Two before the enemy can get to them. Perdita can also make them Interact with Obey, or just attack targets again.

=__Playing Against Clockwork Traps__= Oh, hey, there's a trap there! You should probably step around it. Or shoot it to destroy it. Don't step on it. It's a trap.

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