Rail+Worker

toc
 * Rail Worker, Arcanist Minion[[image:malifaux-tenthunders-meifangback.png align="right"]]**

=__Overview__= Work is plentiful on the rapidly growing rail-road system of Malifaux, although the work is incredibly risky. Between attacks from marauding Neverborn packs and industrial accidents, few rail-road workers remain whole for long. Injured workers often elect to have their lost limbs replaced with mechanical versions, even though this usually means that they will have to work for the Miners and Steamfitters Union for the rest of their lives, in order to repay the Union for the privilege. Mei Feng, however, has won over the hearts of many of her Rail Workers by gifting replacement limbs to those injured on the job for free, and often gathers loyal Rail Workers to herself when settling 'industrial disputes'.

The Rail Worker boasts impressive damage output for its modest 5 soulstone cost, and has the ability to ignore many enemy defenses.

=__Mobility__= The Rail Worker is a little on the slow side for a human with a walk/charge of 4/6 and no inbuilt mobility tricks. Other Arcanist units won't have any difficulty keeping up with them.

=__Offense__= The focus of the Rail Worker is melee combat, which is reflected in its respectable **Cb** and damage profile. Able to deal 2/4/5 damage per hit, it also has a (non-automatic) Brutal trigger which can increase its damage further. A second (also non-automatic) Pin trigger can be used to prevent the model it damages from moving (or being moved) away until the end of turn.

One of the most interesting things about the Rail Worker's melee weapon is its versatility. Every time an attack with its melee weapon its controller chooses one of the following weapon bonuses:
 * Ignore Slow to Die
 * Ignore Hard to Wound and Armor
 * Gain a small increase to melee range
 * Gain Paired

While a Paired weapon is always useful, be aware of opportunities which could make use the Rail Worker's other special options. Rail Workers also have Slow to Die, so they can make one last melee attack before being removed.

Rail Workers ignore the obscuring trait of auras and markers, so they can charge through many spell effects. These include Mei Feng's //Vent Steam//, Kaeris' //Flame Wall// markers or a Stitched Together's //Creepy Fog//.

This is a (2) action which requires that a control card be discarded, much like Flurry. However instead of granting an extra attack, it allows the Rail Worker to make two melee strikes against a target with a positive damage flip on both attacks. If the Rail Worker has the opportunity to use this action it will tear most minions apart.
 * Implacable Assault**

This handy (0) action spell gives the Rail Worker the opportunity to hand out a fire token. As the Rail Worker has no competing (0) action (and is not a ranged spell) you can use this every turn, even while in combat.
 * "Shovel Faster!"**

=__Resilience__= The resilience of a Rail Worker is a bit on the low side, despite it's above average defense and willpower of 5. It possesses an average number of wounds for its soulstone cost but it has no defensive abilities, which limits its staying power. Keeping Rail Workers under cover (such as //Vent Steam// from Mei Feng or a Rail Golem) is highly recommended.

The Rail Worker does possess a defensive trigger that adds +2 Armor for the duration of the attack, but it does not trigger automatically. However, if you know that you are going to loose the defense duel and have a low Tomb in your hand it can be a good way to negate some of the damage and use what would otherwise be a junk card in your hand.

The Rail Worker also has an ability which allows it to be targeted by spells or talents which can only target constructs. This can be a boon or a curse because both the owning player and the enemy player can take advantage of this ability. It should be noted that only spells or actions which actually target the Rail Worker can affect it. For example, Ramos' //Combat Mechanic// spell can be used to heal a Rail Worker but the Rail Worker will not be affected by Ramos' //Arcing Screen// (as it is an aura). On the other hand, while Rail Workers are a valid target for Rusty Alyces's //Rust// spell, they will not be affected by Von Schill's //Magnetic Pulse//.

=__Tips and Tricks__= The Rail Worker is a versatile melee combatant, but a fragile one. Consider using an obscuring aura spell (such as //Vent Steam//) to protect Rail Workers as they advance. Remember that Rail Workers can see (and therefore charge) through such effects.

=__Master-Specific Tips__=

The Rail Worker will be most likely found in crews lead by Mei Feng or Kaeris, chiefly due to the fact that Rail Workers can easily hand out fire tokens. Mei Feng gains a positive flip to damage with her Tiger's Claws when the target already has a burning token on them, and can use Rail Workers as a target for //Railwalker.// Kaeris, on the other hand, likes extra burning targets for her //Accelerant// and //Immolate// spells.
 * Mei Feng and Kaeris**

Ramos can cast a number of his spells on Rail Workers, including //Linked In//, //Controlled Detonation//, and //Combat Mechanic//. However, since Rail Workers are living models, they will not drop scrap counters when they die. So unless Ramos has a specific reason for including Rail Workers, the Large Steampunk Arachnid is usually a far better choice for the same soulstone cost.
 * Ramos**

=__Minion-Specific Tips__= Rail Workers can use their //"Shovel Faster!"// spell to load the Rail Golem up with fire tokens so it can really go to town. The Rail Golem can cast //Vent Steam// in return, which will help protect your Rail Workers.

=__Playing Against Rail Workers__= While dangerous if they are able to make it into melee, Rail Workers are reasonably easy to kill. Remember that although they are living models they can be affected by spells or actions which target constructs.

Unless otherwise stated, all names and images on this site are property of Wyrd Miniatures, LLC. ([|Link])
 * __Ownership__ **