M2E+Mobile+Toolkit


 * Mobile Toolkit, Arcanist Minion**

=__Overview__= The Mobile Toolkit is sort of like [|Dum-E], the robotic arm that Tony Stark uses to fix up all of his creations. It's an extra set of hands, and does some of the busy work that is needed in the fine art of construct making. On the other hand, it just sort of follows you around, and sometime it helps out a lot, but other times it's just getting in the way. All joking aside, the Mobile toolkit is almost more of an upgrade than a model, but it's uses are wide and can be very powerful.toc

=__Mobility__= The Mobile Toolkit has a walk of five, and no other way of getting around. It does have a melee attack, but no charge value to go with it, and unlike some of the other helper models (like the mannequin), the toolkit doesn't get a handy 0 action or ability that pulls it close to where it needs to be. It's 0 action is more important for other things...

=__Offense__= The biggest way the mobile toolkit influences combat is sort of sideways, but it does have a few things it can do on it's own, including a spectacular set of fireworks.

It's not gonna win a useful attack award against other members of the arcanist constructs, but it can cause some duels in a pinch.
 * (1) Hidden Blade** //(Ml 4, Rst Df, Rg 1)// Target suffers 1/2/4

This attack is interesting, as the longer you wait for it, the better it is. If you can keep his head down long enough for this to get potent, it could lead to an interesting turn 4 or 5. It says sacrifice this model to create a 3" pulse that does damage with a TN that goes up as the turns go on. The damage is equal to the current turn number. The TN is equal to 11 plus the current turn number. So on turn 5, a timed detonation would be TN 16 and do 5 damage.
 * (1) Timed Detonation**

=__Resilience__= Df 5 is respectable, but WP 3 feels a little sad. Probably fine, as it's mostly just a whet stone on a robotic arm. It's also got Armor +2 which should allow it to take a hit or two, but with three wounds, I wouldn't expect him to outlast much. If targeted, he will likely go down.

=__Tactics and Tips__= His biggest benefit to a crew is his 0 action which reads: Discard a card to make a target friendly Construct within 1" gain one of the following until the end of turn:
 * Armor +1
 * A Positive Twist to Ml attacks
 * A Positive Twist to any Damage Flips it makes

So realistically, pairing this guy with any big construct makes plenty of sense. The top marks go to:


 * Colette:** The toolkit is almost the perfect foil to the Mechanical Dove who can give positive twist to CA actions and damage, so if you're using, say, Howard Langston in a Colette crew for instance, a dove could give him the plus to damage, and the toolkit can give him the plus to attack. Then he'd be cb 7 plus to attack and damage, with nimble, and Colette could prompt him to do it some more.


 * Ramos:** Same sort of tricks, different venue. Ramos can use his Under Pressure upgrade to give the positive twist to attack, and the toolkit can give him the positive to damage, accomplishing the same feat. Pair all of that with the brass arachnid (I know, that's another insignificant model....) to give him reactivate and he could nimble and flurry twice. Also works with Joss, and the Rail Golem. Though more on that particular model in just a second.

C. Hoffman: Hoffman has an upgrade that lets him hire M&SU Constructs, and this little bugger fits the bill. This gives him a lot of interesting options. For instance, he can be looped in, at which point his hidden blade is actually a little threatening. He also goes up to a much better defense, and if you've got an optimized loop, his DF will as well. But beyond that, the move that caused me to try it out was; Hoffman, the Rail Golem, and a Guardian in a loop. The rail golem has CB 7 (From the guardian) and inherent paired. The Toolkit gives him sharpen which increases his damage flip, and then he goes crazy with locomotion and his normal attack and charge. Then, Hoffman Machine puppets him as often as he can and whatever is standing in front of the rail golem is more than likely obliterated. You can also use both patchwork plating and the Armor Buff on the Right Tool to make any 2 armor model go up to a 4 armor. Or give it to Ryle, and cheat in grinding halt and he'll go up to 5 armor. That's the only thing I can think of that would give as much armor as a turn 6 rider.

=__Playing Against the Mobile Toolkit__= He's going to be a little bit of a nuisance. He'll buff the guy you don't want him to buff. But he's got low wounds, and low wp, so if you focus on him, he will likely die pretty quickly. If you can ignore armor, he's as good as scrap.

The biggest piece of advice with him is, //don't forget the fireworks//. If you decided to leave him on the table, and not go for an early kill, or let's say you hit him and take him to one somewhere in turn 3, even an early detonation can cause a tn 14 duel that does 3 damage.

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