Guild+Pathfinder

== toc
 * Guild Pathfinder, Guild Minion**

=__Overview__= The Guild Pathfinder is your crazy ranger that's been out in the woods of Malifaux for a wee bit too long.

He on his own is a solid 6SS model, but when you consider he comes with 2 2SS traps, he becomes a great bargain and an activation control monster.

=__Mobility__= While the Pathfinder only has average movement stats of 4/6, it comes with the "From the Shadows" ability that lets it be placed anywhere on the board 12" away from an objective/enemy marker. It also has an ability called "Pointman" that lets it ignore the 12" restriction in regards to objectives, but it can't interact with said objective until Turn 3 if deployed outsize its crews deployment zone. The Pathfinder has the Scout and Hunter ability as well, meaning terrain isn't a big deal for this guy. It also has a (0) action that makes a 4" pulse. This pulse gives friendly models Scout.

=__Offense__= The Pathfinder has a Clockwork Traps Stash of 2 that he can either put down within 6" after he is deployed (The Traps immediately do the (0) action Primed) or he can spend an action to summon one within 4". The Pathfinder comes with a Skinnin' Knife and a Hunting Musket. With his Ruthless ability, Harmful and Pitiful models will fear these weapons. His Skinnin' Knife is fairly unremarkable with a DG 2/2/3 except that it ignores armor. The Hunting Musket is an average Range of 8" and can only be used once per turn, but its 2/3/5 Blast damage profile is replaced with 3/5 Blast/5 Blast when targeting a model within 4" of the Pathfinder. The musket also has a double ram trigger that lets it ignore armor. The Pathfinder can do a (1) action called "Lie in Wait." This allows him to perform a Focused range attack that gains an additional ram, thus making the trigger guaranteed. The only spell the Pathfinder is a (1) that lets him place a 3" circle of severe terrain completely within 10" that can't be ignored except by Hover or Flight, and lasts until the Pathfinder is killed or he casts the spell again. This costs at least a 9 of Crows to cast in addition to his CA of 4.

=__Resilience__= The Pathfinder has an average DF of 5 and 6 wounds, but has a few things going for it. He has "Slippery," which means if the Pathfinder and another friendly model are engaged with the same enemy model, the Pathfinder and the friendly model flip a card. Whoever is lower suffers the attack effects and damage. The other thing is that the Pathfinder is a Graverobber and can thus collect corpse counters. He has a (1) action called "Jerky Time!" that lets him discard any number of carried corpse counters and heals 1 wound per discarded counter. The Pathfinder suffers in Morale duels, though, as it recieves -2 WP in a Morale duel due to his "All Talk" ability.

=__Tips and Tricks__=

If you are looking to activate cheap models to allow your heavy hitters to activate after your opponent is all tapped out, you are going to be very happy with this guy.

=__Master-Specific Tips__= (What it says on the can - any Synergies with other Masters worth mentioning) NOTE: There's no need to discuss every Master that can take him, just the ones worth mentioning

=__Minion-Specific Tips__= (Any synergies/tricks with other minions worth mentioning, possibly also alternatives and why they're better/worse)

=__Playing Against [Minion]__= Threat level, how to kill/neutralize it, what to watch out for etc.

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 * __Ownership__ **