M2E+Brass+Arachnid

= BRASS ARACHNID, ARCANISTS TOTEM (RAMOS) =

= = =__**Overview**__=

As with all crew box sets, Ramos' comes complete with a unique character totem attributed specifically to this master; unsurprisingly this model, much like all things 'Ramos-esk' is from the metallic arachnid family.

The Brass Arachnid's main purpose on the battle field is granting buff support to other models within your crew in the form of **Reactivate** and...that's about it really. While at first glance this model may seem underwhelming, under the right conditions this totem can prove devastating in the mid/late game.

__ **Mobility** __

For something that has eight legs the Brass Arachnid suprisingly suffers from a low average Wk speed similar to its master Ramos. The Arachnid does have a rather generous Cg range however - although melee is the last place this utility totem likes to be.

The **Stoke** tactical action allows this totem to grant any other constructs (other than the master) the **Reactivate** ability providing the opportunity of further movement in their case. Due to this actions low cost the Arachnid can both move and cast reactivate on another model should you be able to draw a 10 of tomes or cheat one into the duel.

__ **Offense** __

Like spiders often found in the wild, the Brass Arachnid comes equipped with a buzz saw for attacking its prey.

Average MI, Low Rg, Low Damage.

The damage for this weapon starts low and doesn't really go much higher. Combined with the some-what low MI of this attack action, it may often be better to walk out of combat using the fairly high defence stat of this totem and provide another construct with the **Reactivate** buff.

=__**Resilience**__=

Great Df, average Wp, Low Wd value (mitigated somewhat by the armor ability).

The saving grace of the low Wd characteristic. This armor ability helps to shave off small amounts of damage and means that in order to 'one-shot' the Brass Arachnid, the enemy model will need to dish out 5 points of damage.
 * Armor +1**

Note that the **Regeneration +1** condition granted by **Bleeding Edge Tech's //New Research//** will not apply to this model as it does not qualify as a //friendly Minion Construct.// In order to heal this model, the responsibility will lay in the hands of Ramos casting **Combat Mechanic**.
 * Peon, Totem (Ramos)**

=__**Tactics and Tips**__=

Allows this model to activate as part of a chain activation should a friendly model end their activation within range of this ability. This ability can be great for positioning a model for a follow up reactivation using **Stoke.**
 * Companion**

Low range tactical action that grants another (non-leader) model **Reactivate.** Requiring a high double tome in order to cast, this tactical action can be risky without cheating in a high tome or using...
 * Stoke**

No Ca value means this is a sure thing. This ability adds that much needed tome to your **Stoke** Ca action.
 * Rewire **

The Brass Arachnid can use **Rewire** and then **Stoke** itself. This is worth doing because **Rewire** lasts until the end of the Turn. This means that when the Brass Arachnid Reactivates it will retain the +Tome on its Ca. If you have two high cards in your hand, you can now Reactivate __two other__ friendly Constructs this Turn.
 * Away And Stoke Yourself**

**Thoughts on the Brass Arachnid**
While on face value this totem does seem truly underwhelming there are some practical applications for its placement in a Ramos crew; namely the models **Stoke** ability. This will allow you to give a second activation to key models other than your master/leader. While in the early game this may not prove that beneficial other than offering models such as Joss and other slow moving models a movement advantage due to their second activation; in the later game (providing you can place this model close enough to cast Stoke) the Arachnid can allow your heavy hitters such as Joss, Ramos and the Rail/Ice Golem a chance to slap enemies around some more at crucial moments when something REALLY needs to die.

Further to the combat applications of this ability there are numerous tactical advantages this action may provide:

Sick of having your newly summoned steam arachnid/arachnid swarm lingering with slow? No problem! Slow only lasts until the end of the models activation; once the arachid/swarm reactivates it may move unimpeded by this condition. Great for rushing these models up the field or moving to objectives and placing markers.
 * Summoned models**

Reactivate is great on these models; giving an Electric creation the potential to move an additional 8 inches to inflict damage with **Shocking Touch** and block movement lanes or allowing the model to move and **Burst** into an enemy. In addition to this you may also 'double-dip' on the Creation's **Shocking Touch** ability: The stat card specifically states that at the **end** of the models activation, all models in contact take damage. Therefore you will benefit from this ability twice with two activations (so long as you end these activations in contact with models). While this may not come up as much as you may like it does allow the creation to move into an enemy, shave off 1 damage and then move onto its other target further up the field, either exploding or doing the same singular shock damage and movement blocking.
 * Exploiting the Electric Creation**

Your Rail Golem will be stoked to learn that it can also 'double-dip' on its abilities, namely **Stoked Fury** allowing it to gain a total of **Burning +2** in a single turn by simply activating all with the help of the Brass Arachnid. You can __//'theoretically'//__ exploit the Rail Golems **Redline** trigger and generate a scrap marker for Ramos to summon from in this way as well, leading to a very productive and creative first turn.
 * Stoking the Fury**

1. Rail Golem Activates and generates **Burning +1**. 2. Rail Golem attacks steam arachnid, choosing weak damage if possible/cheating low if needs be; Rail Golem chooses the Redline trigger, generating a further **Burning +1** for itself. 3. Steam Arachnid takes 2 damage after denying 1 point with **Armor +1.** 4. Steam Golem ends activation. 5. Steam Arachnid Activates and gains **Regeneration +1** from **Bleeding Edge Tech; New Research** and heals 1 damage - steam arachnid may move forward to desired path of Rail Golems advance staying within 6 inches of Brass Arachnid. End Activation of Steam Arachnid. 6. **Companion** is triggered by Steam Arachnids proximity to Brass Arachnid and now activates: **Rewire** used to generate tome (if needed, depending on hand, should you want to move steam arachnid and cheat instead) then **Stoke** cast on Rail Golem giving it **Reactivate.** 7. Rail Golem activates and generates **Burning +1.** 8. Rail Golem charges Steam Arachnid and repeats Step 2, generating **Burning +1** and leaving Steam Arachnid with 1 Wd due to armor reduction of damage suffered. 9. Rail Golem takes second attack and repeats Step 2 a final time, killing Steam Arachnid, generating **Burning +1** as well as the Steam Arachnid dropping a scrap marker in base contact and is removed from play. 10. Rail Golem should now have **Burning +5** and can still use **Locomotion.**

Bare in mind this is 'theoretical' and very fiddly in terms of movement and crew build options to pull off the above combo. It will drain your hand, but it does also give Ramos the scrap marker he wants for **Summon The Swarm** and gets the Rail Golem set for turn 2.

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