This Is Not A Test/Tactics/Mutant Cannibals

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Revision as of 09:58, 11 May 2020 by 1d4chan>Schottenjaeger (End of day save. Need to finish wargear section, unify formatting.)
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The Cannibals are deadly as Hell, and they'd be more than borderline OP if they weren't so reliant on gambling. While they work best in melee, they also have solid ranged and Psychic support options. You're going to need a few mid-range skirmishers to get the best use out of some of your wargear and critters

Weaknesses:

  • No access to Medics
  • Poor Ranged specialists -- all of their Heavy Weapons start with -1 DEF by default and only 4 RNG. Your only 5+ models are your Elites.

Strengths:

  • Several of their wargear items strengthen Animals (whether the Cannibals' own or wandering monsters). Speaking of which -
  • Access to a large array of extremely nasty Critters as a Rank-and-File option.
  • Morale Manipulation with Maulers and Fearsome Rep. Everyone can do it. Psychos just do it cheaper and remarkably reliably.
  • Chameleon Suits - while the Warband has a hard cap of two, the Chameleon rule taking up a Relic or Mutation slot for anyone else.
  • Multiple Mettle-boosting effects, including Gran-Gran's Stew, Maw's abilities, and Man-Jerky. For a pack of fractious cousin-humpers, the Cannibals are surprisingly reliable.. until Maw's trick knee leaves all your grunts overextended and outside her magic bubble.
  • Petunia's shenanigans. You can potentially knock out enemy Motivators and other Specialists, or just a significant chunk of the Rank-and-File stuff. She's not a bad shot either.
  • Most of your models are Mutants, unlocking access to Mutations any time you could pick up a Skill in the campaign. Unfortunately, it's hard to get WYSIWYG Physical Mutations unless you already have some models waiting in the wings.


Cannibal Leaders

  • Pa - An all-round monster with very solid stats. Unlocks additional Psychos (a basic Leatherface/Michael Myers-style juggernaught killer) as Rank and File minis. Starts with three skill slots (one of which can be swapped for a Mutation), all skill trees, and a Detriment slot.
  • Maw - works best as a squad leader. Her aura bonuses to activation and movement make slower close-combat models like the "Tiny" and Degens much more effective. Maw's got the Smarts tree locked, and starts with one mutation/skill slot, one Skill slot, and a Detriment slot. Same stats as Pa; slightly more expensive, but vastly more effective if you don't have multiple Psycho models.

Elites

You'll likely want to save an Elites slot for one of your grunts to promote into.

  • Petunia - an un-mutated lass who uses the power of Promotions to potentially drag enemy models out of the fight at the beginning of the scenario.
  • Gran-Gran - unlocks the Cauldron wargear and the extremely nasty Psychic Husk Critter as a Rank-and-File.
  • First Born - a comparatively boring Elite model. Your only Leadership option outside of Pa/Maw and Freelancers.


Rank-and-file

  • Youngins - Bog-standard Melee/Ranged/Survival infantry. The first printing of the supplement accidentally gave them Ranged 5, but that got errata'd almost immediately. Start with the Mutant type, but no skill/mutation slots.
  • Degenerate - While Degens are cheap, they have random psuedo-Detriments (not the fun ones in the rulebook, they get their own chart). 90% of the time that's -1 to a stat. On a crit, it's +1 Defense. Also have no Mutation/Skill slots at the start.

Equipment: They're difficult to force through the 6-8 games that will let you can buy off their Rag-tag status. Throw them all a cheapy Pistol or SMG and a shank, and see who makes it into the midgame 1) alive and 2) with a stat/skillset worth gearing up for.

Skills: Melee/Survival/Tenacity. Excellent for sneaky brawlers, okay for infiltrating skirmishers.

Critters - Here's where it gets fun. You can take one Critter into the fight for every Youngin you're packing. Listed in order of price:

  • Radroach - Ignores Morale tests, extremely fast. Your cheapest Critter option.
  • Giant Rat - Cheap, fast, and annoying. Has the Poisoned Weapons rule
  • Trog - costs the same as a Husk. Basically a cheap Caveman/Deep One. Unlike most critters, counts as a Mutant, so you can't use Splatterguns or Bloody Heads to boost them. Swaps out some Ranged ability for Speed, Strength, Melee, and Daylight Sensitivity. Keep 'em close to a Motivator unless they're indoors.
  • Psychic Husk - Lulz incarnate. Unlocked with Gran-Gran, max one per warband. Uses a random power on the Psychic chart every turn, then can either take a normal action or load up a Psychic Bolt.
  • Wastewolf - Unlike most Pack animals, the Wastewolf's Pack Mentality only applies to other Wastewolves, so make sure to get two unless you want problems with Morale. Starts with the Bully skill and a very nasty statline.
  • Razor Rattler - Loses a point of Strength on the Wastewolf, gains Poison and Spikes - so anyone that attacks one in melee gets an S6 whack for their troubles.

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. No access to Medics unless you cough up for a Freelancer, though.
  • Psycho - Close-combat troopers that start with the incredibly useful Brute and Fearsome Rep skills. A Skin Armor will give bonuses to their Fearsome Rep.
  • Tiny
  • Foundling - Just a standard Mutant rank-and-filer, starts with a mutation slot.
  • Bonus Specialist - The Gimp. Gimps are extremely tough. They have to take a random Detriment and are otherwise a fairly basic trooper model.

Wargear

Cannibals get some unique wargear.