M2E+Bandido


 * Bandido, Outcast Minion**

=__Overview__= Bandidos are the cheapest Minion with the Bandit Characteristic. They are mobile models who focus on scheme running and disrupting enemy schemes.toc

=__Mobility__= Bandidos are surprisingly mobile for their cost. Their **Wk** and **Cg** are not terribly exciting, but are on par with other models in their price range. What sets them apart from other models is that they have two ways to push themselves, which makes them difficult to pin down in melee. The first is their **Df** trigger //Quick// //Getaway//, which allows them to push a significant distance after an attack targets them. it's notable that this is 'after resolving' not 'after succeeding/failling', so as long as you have an appropriate card in hand Bandido's become a poor choice for your opponents to charge. The second is their tactical action, **Run and Gun**. While this takes up all their AP for a turn, and a card from your hand, it gives the Bandido two pushes, interrupted by essentially a free **focus** and a shot with their **Clockwork Revolver.**

=__Offense__= The Bandido's only attack is **Clockwork Revolver**, which has and average **Sh** with both **Rg** and **Ml** profiles. It has a decent **Rg** value, and a surprisingly long engagement range in close combat. It's damage profile is average for a model of it's cost, with a cheekily high Severe damage. That, combined with their **Run and Gun** tactical ability, make it more likely than not you can cheat to deliver the Severe damage and helps them fight other scheme runners. This attack also has the thematic //Drop It!// trigger, although it is not built in.

=__Resilience__= Bandidos are fairly resilient for their soulstone cost. They have an average number of **Wd**, an average **Df** and an above average **Wp**. They have two abilities which make them more durable than they seem - the first is **Bulletproof +1**. The second is the aforementioned defensive trigger, //Quick// //Getaway//. While a Bandido won't stand up to a dedicated attacker, they can force an opponent to invest more AP into putting them down than initially expected.

=__Tactics and Tips__= Bandidos are cheap, mobile minions that synergise well with their thematic master, Parker Barrows. They are at their best when they are moving into a position to drop a scheme marker, or to be in range of one of Parker's Obey-effects. In the event they survive until the end of the game, their **Life of Crime** allows them to claim enemy scheme markers as their own, potentially disrupting an opponent's efforts to accomplish end of game schemes. Additionally, if and when they do die, their ability to **Finish the Job** means they will leave behind a scheme marker.

When playing with Bandidos, remember that it is not necessary to **Run and Gun** with them every turn. This ability is very resource intensive, and the damage output isn't always worth one or two cards from your hand.

=__Playing Against Bandidos__= Bandidos, while they have decent to above average stats and a handy defensive trigger, are still cheap minions. While they can make a //Quick Getaway// from a charging model, they don't have the necessary suit built in. This means your opponent will either have to cheat a card to save their cheap minion, or allow them to take another hit. Additionally, they have no defensive kit against **Wp** attacks, so targeting them there will allow you to swing multiple times. Their **Wd** are average for a model in their cost bracket, but they are still 2-3 attacks away from death from most models.

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