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==Freelancers== As of The Wasteland Companion, all mutants can convert [[https://1d4chan.org/wiki/This_Is_Not_A_Test/Tactics/Freelancers#Human_Freelancers Human Freelancers]] into Mutants for free. You then have the option to buy them a Hidden Mutation for 10 BS. Even better, you roll with Advantage on the mutation tables in Wasteland Companion, giving you a ~20% shot at lethal options like ''Regeneration'' and ''Chameleonic'' on ranged fighters and Medics. Since pretty much every thing on both lists is good on a melee fighter you can go ape on a close-combat model. ===Recommended Freelancers=== * The '''Wasteland DJ''' is a good choice after 2-3 games, so save up. He lets you tweak EXP gain on Degens and Youngins, letting you pick the ones with useful mutations and promote them more-quickly. He also gives you a second, boosted Motivator bubble without wasting elite slots on First-born. * '''Sawbones''' - Because duh. Buy a Hidden Defensive Mutation if you can afford it. * '''Mercenary Gunsmith''' - Gives you a tougher Heavy option than Gramps and frees up Specialist slots. The only question is whether +1 STR/MET/DEF and an extra Skill is worth 37 BS to you <s>spoilers: it is if you want an LMG</s> compared to possibly earning Gramps an Elite slot and a couple extra wounds down the road. Again, buy him as a Mutant even if you don't have the cash for a Mutation yet. * A '''Merchant''' can help pay the keep for another Freelancer, and buy cheap wargear for graduating Youngin's/Degens ===Discommended Freelancers=== * A '''Bounty Hunter''' will interfere directly with your Hooks and Chains wargear (see below) * '''Wandering Mutant''' - You have three other, cheaper models that all do the same schtick better. Plus you can't buy him bonus mutations like other freelancers. * '''Rogue Psychic''' - Not a ''bad'' choice, just wastes cash you could spend on Gran-Gran and her pet Daemonhost.
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