M2E+Medical+Automaton

//"Glitching weirdness is a term of endearment, right?" - Claptrap, Borderlands//
 * Medical Automaton, Arcanist Minion**

=__Overview__= The Medical Automaton was an attempt by the M&SU to create an alternative to a doctor for isolated mining towns. toc

=__Mobility__= With a Wk of only 5 and no charge, the Medical Automaton isn't going anywhere fast. It does have one trick up its mechanical sleeve, however, with **Bedside Manner** allowing it to pull nearby friendly models back to it after they take damage - ideal to use on the first attack of a charge or **Flurry** to prevent the other attacks.

The other way the Medical Automaton has of getting around is its (0) tactical action, **Code Red**, which places it in base contact with a friendly model within 6".

=__Offense__= The Medical Automaton only has one attack, **Cutting Instruments**. With a passable Ml and a low damage track it's not your go-to action, especially given that the Automaton can't even charge. The attack does have one trigger, **"Cutting" Edge Medical Science**, which allows you to end one condition on the target after damaging. This has a multitude of uses, from removing **Reactivate** from an enemy model to removing **Mood Swing** from one of yours (if you don't mind taking the damage, of course). The trouble, of course, is getting the little Automaton in melee in the first place, which isn't somewhere it usually wants to be.

=__Resilience__= A lower-than-average Df is offset by **Armor +1**, but the Medical Automaton is still pretty fragile so your best bet is to try and keep it out of line of sight.

The **Anesthetic Everywhere** ability acts as a deterrent against killing it, since once it is killed all friendly models within a small pulse gain **Hard To Kill** until the end of the turn and heal a little damage.

=__Tactics and Tips__= The Medical Automaton's main strengths lie in its healing abilities. **"Fix You Right Up!"** gives a nearby friendly model a healing flip, while **Numb The Pain** can hand out **Hard To Kill** until the end of the turn. **Code Red** works well with this or other models who already have **Hard To Kill** - such as Toni Ironsides and Joss - and can make a model last that little bit longer.

It's pretty good alongside Ramos, since his Steam Arachnids are summoned in a bunch and will benefit from **Anesthetic Everywhere** if the Automaton dies. It's also a Construct itself, and so will leave behind a scrap marker to summon more spiders. Toni Ironsides is another good master to pair it with, given how frequently she'll be taking damage. Generally, if you want some healing in your crew and don't fancy the Silent Ones, the Medical Automaton is a good enough alternative.

Joss loves this little guy, since the Medical Automaton can bring him back from the brink once he's gained **Reactivate** via **Code Red** and **"Fix You Right Up!"**.

=__Playing Against Medical Automaton__= It's only Df 4 with five wounds, so it won't survive against a concentrated attack. Just be aware of the position when it dies because of **Anesthetic Everywhere**, or alternatively try and Sacrifice it to bypass the ability.

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