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==Humans== '''Bounty Hunter''' - An unreliable source of extra income and gear. You can use them to [[troll]] other players in a larger campaign by Capturing dead enemies. Has access to a decent sniper/infiltrator skillset, but no Smarts. * Usage Notes: Kind of pointless for the Peacekeepers ever since the Bloodhound showed up. Their special rules actively interfere with the Cannibals' "Hooks and Chains" wargear. '''Deadman''' - Your basic [[Dwarfs_(Warhammer_Fantasy)|Dwarf Slayer]] expy. Gallons of [[Rage]], a deathwish he can't actually fulfill, and [[RIP_AND_TEAR|a strong berzerker/survival skillset]]. Gung-Ho means even if he ''does'' eat a bullet he'll still get his next Activation; if you activate the Deadman first every turn you're guaranteed to either get one more turn with him or make the enemy kill him twice. * Equipment: Can't take armor. Burn your cash on a decent melee weapon (masterwork if you can afford it) and a pistol or two * Skills: Pretty much do what you want - their skill tree is full of things that either soak up some extra fire on the way into combat, or make them more-effective once they're there. Unfazed will let the Deadman ignore Supressing Fire. The Survivalist skill means they're rolling a minumum of a "4" on the Survival Chart, and have an excellent chance of pulling a "10" for that sweet extra EXP when they get downed, so go nuts. * Usage Notes: Unavailable to Tribals '''Mercenary Gunsmith''' - Not all that useful as a "gunsmith" (though the skill does stack), since pretty much everyone has easy access to it. What the MG ''is'' good for is packing an infiltrating Minigun or LMG into combat. Not only does the MG take up a Freelancer slot instead of a Specialist or Elite, Field-strip effectively halves your number of Jam counters. They have access to the Marksmanship, Survival and Smarts skill trees. '''Always''' buy Up-Armed when you hire an MG, even if you don't have the money for their gun yet. * Equipment: The biggest, jammiest gun you can find and ranged armor. Sadly, they can't take Laser miniguns or Plasma cannon, but an LMG or Minigun is an excellent choice. You can also kit one out with a Grenade Launcher, then use skills to crank up its accuracy for a more mobile option. Not being able to give them Relic grenades, however, keeps you from taking full advantage of a GL. * Skills: Maintainer makes jams even more trivial to clear, effectively cutting any of your support weapons down to a single Jam token when combined with Field-Strip. With a Hail of Lead/Burst weapon, you'll need to get max actions as often as possible, which Reactive will help; if you're not moving anyway, Steady Hands is also a great choice. Survivalist will keep your investment off the kill list long enough to get that gun to a doctor if he takes a crippling injury. If you pick a short-ranged weapon like grenade launchers and flamers, the various infiltration skills can be nasty. Unfortunately, Range Finder is useless with Support Weapons, and many skills don't work with a GL. * Usage Notes: If you're looking for a flame, Relic Support, or grenade-launcher specialist, your list probably has something at least 20 BS cheaper. But the skills those 20BS pays for are brutally effective paired with a Minigun or LMG, and it'll free up a Specialist or Elite slot elsewhere. It is a good way to sneak a heavy weapon model into Renegade Reclaimers without paying the Powered Armor premium. Mutant Cannibals can likewise use a gunner model without ''Frailty'', though Gramps has his own dirty tricks as noted on the Cannibals' page. '''Merchant''' - Same excellent skillset as the Sawbones. Starts with ''Resourceful'' and Advantage on ''Haggler'' rolls. A Merchant can be incredibly useful in the early game for warbands with a lot of ''Rag-Tag'' models, letting you get a lot of bodies early then slowly stockpile the weapons and armor they'll need as they buy off the gear limit. They also help out Relic-heavy groups like Preservers and Renegades who need to save as much cash as possible to feed those Upkeep-hungry powered armors. * Equipment: No special requirements. You just want him to survive into the post-game, so cheap, solid ranged gear and basic armor to start with. * Skills: Focus on survival, then beef up as your stat increases allow. '''Sawbones''' - One of the most useful models in the Freelancer section. Not only will that +1 on the Survival table keep a model per game off the KIA list, you can keep other models from ever needing to roll in the first place. The Sawbones itself is also a major hardass between its starting Survivalist skill, boosted base Mettle, and access to Survival and Quickness. * Equipment: An SMG will give a good mix of ranged firepower with ''Burst'' and ''Compact'', while still letting the model move up with the important stuff it needs to keep alive. Get the best non-Relic armor you can afford, because Medics eat a LOT of attacks. * Skills and Advances: Focus on improving Intelligence tests ASAP. Since they have access to the Smarts tree, Clever or Resourceful should be your first skill pick. Flighty and Spring-heeled will ensure the model won't get easily pinned by enemy melee or ranged combat, while Nimble makes it more likely that you can get your double action to move and get to doctorin'. Or shooting, for that matter.. * Usage Notes: Several Warbands have cheaper native Medic specialists and elites (Preservers, Reclaimers, Down-winder Mutants, and Settlers). Between promotions and the Clever skill, they can all eventually wind up getting to the same base 8 on Medic checks. '''Veteran Scout''' - Grants a re-draw in the Income phase. While this isn't quite as nice as "draw two, pick one", it's still useful for maximizing income. You can also just use as many re-draws as possible to churn through the Wasteland deck hunting face cards. Their other skill trees (Quickness, Marksmanship, and Survival) give you a decent, generic infiltrator. * Equipment: SMGs and Shotguns let you use their infiltration and cover-ignoring skills. An Assault Rifle gives you a nice Overwatch tool. * Skills: As usual, Reactive or Nimble make you more responsive. Quick gives bonuses to their Trekker rolls to ignore Difficult Terrain or break away from CC pinning. The mix of Quick and Flighty lets you block enemy LoS with close combats, then break away quickly next turn. Steady Hands usually wastes your Trekker skill, but can be useful to get an infiltrating sniper who has the ability to ditch through Difficult terrain. * Usage Notes: Generally good in bands where you want to infiltrate but don't have enough bodies with Ranger. As with the DJ (below) he frees up a critical Elite slot for Caravanners. Basically useless for Tribals, given the readily-available Tribal Scout has a 10 BS discount and starts with exactly 1 stat point of difference. '''Wasteland DJ''' - added in ''Kickstart the Wasteland''. Starts with a boosted-range Motivator and a special rule that cranks up the EXP on one of your grunts if it scores any VP in the match. Has the excellent Skill mix of Leadership (which is quite rare outside Leaders), Tenacity, and Survival trees. Boosted Ranged stats. * Equipment - you're limited to 25 BS' worth when hiring one, so pick carefully. Burst weapons work well with Assertive. You can also make an absolutely devastating NCO to coordinate a Close Combat squad * Skills: Depends on what holes you need to fill. DJs are commanders, not brawlers * Usage Notes: Best for warbands with good close combat skills, poor Mettle, and a Leader you'd rather not take into Close Combat. Caravanners in particular benefit from freeing up an Elite slot for Local Emissaries, since their Leader starts without access to Motivator. If you can pick up the All Together skill, a Raider DJ is excellent for sending in the Mongrels - the skill by-passes the Activation Roll and lets them charge into CC without eating your other team members. Otherwise, just use him to keep the Frothers and Firebugs in line. Tribals have the Chronicler Specialist, which does exactly the same job for a 20 BS discount - and with no wargear limits. '''Wasteland Hunter''' - Excellent sniping skills, starting off with Steady Hands and Called Shot. The Hunter is your cheapest option in the early game to pick up Ignore Armor without Relic weapons. Once per "campaign" they can force a Wastelands Hazard to be a monster instead of Rad-zones and the like. Neat idea, kind of pointless outside one-shot games. * Equipment - a Large Caliber Sniper Rifle or other long-ranged, single-shot gun to take advantage of their skills.
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