Clockwork+Trap

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 * Clockwork Trap, Guild Minion**

=__Overview__= Basically a clockwork bear trap that can be taken with Ten Thunders or the Guild. A dirt cheap construct that can seriously hamstring models who stray too close to its jaws.

=__Mobility__= With a Wk of 4, the biggest advantage it has in terms of mobility is that it can deploy "From The Shadows." This lets the Clockwork Trap deploy anywhere on the board that's at least 12" from an objective or enemy model. Additionally, they can be deployed from a Traps Stash which McCabe and Guild Pathfinders have, anywhere completely within 4" of the deploying model. Clockwork Traps are also arachnids.

=__Offense__= The Clockwork trap is more about ambushing models than outright attacking them. It has a (0) called Primed that doesn't end Harmless and allows it to make a Clamp Down action when an enemy model is within 2" of it. Clamp Down is a (1) action that targets an enemy model within 2". They perform a Cb -> Wk duel, and if the trap was harmless it gets a positive flip to this duel. If the target loses the duel it received Paralyzed and the Clockwork Trap is sacrificed. Its normal Melee strike is nothing special, but it has an ability called Trapping Jaws that prevents a model that's hit with its Trapping Jaws from disengaging until the Clockwork Trap moves or is removed from play.

=__Resilience__= The Clockwork Trap actually has a lot of defensive abilities that keep it out of trouble. It has a Df of 6 in conjunction with Harmless and Immune to Influence, plus "Tiny" which makes Ranged strikes and Ranged spells targeting it suffer a negative flip to their attack and casting totals, and doesn't block LoS. It has a Df trigger that requires a mask, but it allows the Clockwork Trap to be pushed 3" ignoring terrain when an enemy misses with a melee strike. Then there's its (0) spell that gives it Armor +3 until it moves (this requires at least a 9 to cast). This is very useful considering the Trap only has 3 wounds. It has Evasive +2 as well to prevent it from dying to random blasts. The one problem (or benefit, depending on how you look at it) is the fact the Clockwork Trap is Unstable. If it flips a Black Joker as a starting flip in any Duel it's sacrificed after generating a 2" pulse that causes 2 damage.

=__Tips and Tricks__= While it is Rare 3, it increases to Rare 6 when fielded in conjunction with a Guild Pathfinder or Lucas McCabe.

These traps are great at tying up higher point models. Walk it up to a ranged or spellcasting model, engage said model, and then give it armor +3. This will frustrate your opponent to no end, especially if they don't have many heavy melee beaters in their crew!

=__Master-Specific Tips__=

C. Hoffman
A 2ss Construct that can be deployed out side of you Deployment zone. With careful planning the Clockwork Trap is a model that can be deployed into a position to be Tap Powered later in a game without struggling to keep up with the Hoffball.

Mei Feng
Looking for a model to Railwalk quickly across the board turn one? Look no further, the Clockwork Trap makes building your Construct ladder less expensive and easier.

Lucas McCabe
Want traps everywhere? McCabe is your man, his dismounted version comes pre-loaded with a traps stash of 2, which can be further augmented by his Loot the Dead ability - on a tome he gets an additional trap! This gives McCabe perhaps the greatest summoning ability of any Guild master (he'll have to duke it out with Sonnia for that title).

=__Minion-Specific Tips__= Traps blend well with any construct themed minions and are a general plus for any crew - for a 2ss model that sure cause the enemy a lot of pain. They synergize particularly well with Torakage - with From the Shadows the trap can deploy 12" from the enemy and/or objectives. On turn 1 move the trap 8" and Shadow Step the Torakage; on turn 2 he'll appear within 8" of the trap, this is generally far enough up field to allow the Torakage to engage //something// (for those of you counting at home, that's a potential threat range of the whole board on turn 2, a minimum in most cases of 18"+8"+8" and the Torakage has a 2" melee range. Not to mention he could also, heaven forbid //walk// himself on turn 2 as well - increasing the threat by up to 10", though in that scenario you'd only get some weak shuriken strikes off ).

=__Playing Against the Clockwork Trap__= Either ignore them, or kill them in melee. With a fairly weak Cb of 4, it is often better to simply walk away from a trap with a ranged unit or spellcaster than waste attacks trying to kill it, especially if it's armored.

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