Claws are the Warriors of The Hive, equivalent to a Knight in most ways. They’re typically responsible for several Bodies, and perhaps an Eye. Claws are those who have proven their effectiveness in combat, and have mutations relating to that effectiveness.
- 4 (12)
- Following Orders
Pick 2 at random: Might Defense as Level 5, Speed Defense as Level 5, Leaps and runs as Level 5, Inflicts 1 extra point of damage, has one extra point of armor.
Claws are much more varied in their combat tactics compared to Bodies, mostly due to their mutations. Fighting a Claw with actual claws has little in common with fighting a Claw with a tentacle arm. Despite their unique mutations, Claws tend to follow the same general strategy: Overwhelm the enemy with Bodies, then intervene when an opening presents itself.
Claws are often working as guards or transporting something/someone. So long as you stay out of their way you should be fine. That being said, if they are along with a higher caste member they may be on a mission, in which case your survival is not guaranteed.
Claws are a good way of showing the weirdness of The Hive, give them outlandish mutations and have them working guard duty to show your players this isn’t just another tabletop game. In campaign terms, use them as low-level leaders and mid-level soldiers.
Any obvious mutations on a Claw tend to be able to be reused. For example, a Tentacle arm could be used in the same way a grappling hook is used, or claws could be adapted into new weapons.
One part of the group known as The Hive. See the related article for additional members.