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==Specialists== ===Gramps=== Your Heavy Weapon troopers. They all start with lowered Defense from the Frail detriment, which you will either need to buy off or compensate for with armor. Gramps works very well as the lynchpin in a couple unit combos. * Skills: Gramps starts with Smarts and Survival, improving his support ability. Scavenger both lets Gramps get the best use out of Bloody Heads or cheap Relic grenades by chucking them into a launcher, and from Limited-ammo Template weapons, by giving you extra ammo. Ranger lets him take advantage of Ma's slingshot powers to get template weapons into range. Careful Shooting is always nice in a melee-heavy warband, especially if you choose not to go for a Gunsmith but still want a non-blast heavy weapon. * Equipment: Chameleon Armor is almost a no-brainer for your first long-range Gramps. You have other things that can use it, but few that will want to stay outside 12" consistently and have the skills to get away with it. If you don't go with Chameleon, try for Templates, grenade launchers, and mid-range support pieces. If you can afford a Relic, Cryo weapons are nice for setting up further charges and keeping your enemy from coordinating his movements. Radguns make it easier for your many fast, high-Strength CC specialists to kill their opponents quickly and keep moving. Unless you're facing down a Robot gang, however, you're usually better off putting your Armor Piercing weapons on someone who's going to pin them in CC and can afford to spend time in LoS. ===Psycho=== Close-combat troopers that start with the incredibly useful Brute and Fearsome Rep skills. The Psycho charges when he wants, where he wants, and knocks down what he hits. * Skills: Brawn, Melee, and Tenacity. Lethal Blow gives you free EXP, and cancels out the efforts of an enemy Medic. If you plan on going with a Mauler or The Pry Bar, the Brute skill will cancel out its negatives. The Tenacity tree is all about ignoring suppressing fire and going in for the clutch decapitation. Frenzy is nice if you can get it, and Strong Point can be similarly useful if you can scrounge the dosh for something other than Skin Armor. You also have skills that give bonuses to STR and Will checks in the post-game. * Equipment: Mauler and a big-ass pistol for backup while you close in. Monofilament and other nasty close-combat weapons are certainly a viable alternative, but that Mauler is gonna get'er done. A Skin Armor will give bonuses to their Fearsome Rep, and Hooks and Chains has a reasonable chance of paying your Upkeep as long as you can get your killers into melee. ===Tiny=== A Large (potentially Huge) wall of beef that can take Spear Fishers but can't hit with them. Trade the morale manipulation and movement control of a Psycho for a bonus wound and gaffing off otehr people's movement attempts. Unfortunately they're easier to hit at range, and require a babysitter or they start to blow Activation tests. Fortunately the detriment is cancelled out Motivator, not just being near freinds. Tiny pairs well with a DJ or Maw, especially if you keep a couple Critters close by to keep him company.. * Skills: Same as the Psycho - you have the makings of another juggernaught. It's very, very hard to keep a Tiny from going somewhere he wants to hang out without breaking out the anti-tank weaponry. Their high Strength, potential Frenzy, plus Arm Cannon means you can bung a grenade over a foot across the table, even with a Ranged Skill of only 3. Flurry of Blows (or growing another arm...) is also a very solid choice. * Equipment: A couple one-handed CC weapons, preferably cheap, and a bundle of Bloody Head, Filth, Frag, or EMP Grenades. Or a Li'L Pyro if you can afford the Relic slot, it's quite a nasty surprise on the way in. Again, Hooks and Chains - Tiny may be more likely to eat bullets, but if he gets into range it's a pretty good chance someone's going down. ===Foundling=== Just a standard Mutant rank-and-filer, but starts with a Physical Mutation slot. Only marginally cheaper than mutating another, better model on level-up or getting a Mutated freelancer. Basically you should only take one if you really, really want to use a specific model right now. ===The Gimp=== Bonus from Wasteland Companion. Gimps are extremely tough. They have to take a random Detriment and are otherwise a fairly basic trooper model.
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