M2E+Parker+Barrows

//"Surrender now and I'll see that you get a fair trial. I won't give you another chance."//
 * Parker Barrows, Outcasts Master**

//"A fair trial?" Parker scoffed. "Why would I want that? They'd hang me! You could at least offer a crooked trial."//

=__Overview__= A bandit leader who focuses on Scheme marker and upgrade manipulation. Has good mobility with a touch of damage output.

His claim to fame is the ability to gain a Soulstone once per turn when he discards an upgrade; he can then use them or nearby enemy Scheme markers to attach new upgrades. This cycling is key to successful Parker play, but it makes him an adaptable Master without relying on condition manipulation like Shenlong.

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=__Mobility__= Without his upgrades, he is an average **5 Wk** and **7 Cg**; making use of his personal upgrades, he may discard **Stick Up** to take a free Walk action at either the beginning or end of his activation. Has a trigger allowing him to push 3" when using his guns on a Mask. Alternatively he may allow his fellow bandits within 8" to take a Walk action at the start of a game with the **Coordinated Heist** upgrade.

He can also cast **(1)** **"The Job's Not Done Yet!"** which lets a friendly model push up to its **Wk** in any direction. It requires an 8 of any suit and has a stellar 18" range.

=__Offense__= His main attack is **(1)** **Six-Shooters**, with **Sh 6** with a built-in Tome, a great **Rg 12** but can also be used up close with a 2" melee range. **2/3/5** damage which may be increased by discarding upgrades using the built-in Tome. The other Tome trigger forces the enemy to drop one of their Scheme markers while a Mask lets Barrows push 3" after succeeding. The push is extra useful since this is a ranged and a melee weapon. With the arrival of Wave 5 upgrades, Parker now has the option to take the **High Noon** upgrade, which gives his **Six-Shooters** another Tome trigger to ignore **Armor**.

His second attack, **(1) "Hands in the Air!"** has a shorter, 8" range and is a **Sh 6** attack resisted by **Wp.** This gives the target a condition called **Pay Up,** which forces the model to discard two cards when performing any tactical action for the rest of the turn. Not only is this a massive card drain if you can tag an important model before it activates, but it if the opponent ever runs out of cards, you can prevent a target from doing anything but attack. Remember that walking, charging, and interacting are tactical actions.

This attack also gains a trigger with a built-in Tome when his upgrade **Hail of Bullets** is equipped. This lets you place an enemy Scheme marker within 3" of the target.

Either attack can benefit from **"You Were Told to Duck..."** This ability allows you to discard the upgrade it's on (**Coordinated Heist**) when you would randomize shooting into melee, and instead shoot //everyone// in the melee. With a cheap, sacrificial lamb tying up multiple models (or, a resilient tarpit who can pull enemies in) Barrows can gain incredible AoE potential. After performing this, all friendly models you attacked may push 5", meaning that if you don't kill them on accident you can actually save your allies.

Parker should also have a decent stock of Soulstones on him throughout the game, and he doesn't often need the suits, so feel free to use a few for positives on an attack flip when you don't want to **Focus**. You may want to save these for damage prevention and defense, however.

=__Resilience__= Without his upgrades, he is a solid **Df 6, Wp 6**, with an incredible **14 Wd**, but no damage reduction to speak of. Both of his limited upgrades provide him **Bulletproof +1**, and he wants to stay at a distance most of the time anyways.

His upgrade **Human Shield** grants him soft cover whenever he's within 2" of //any// other model. If the model's friendly and Parker ends up getting hit, he can discard the upgrade to shunt all the damage and effects to the other model.


 * Hail of Bullets**, granted by an upgrade of the same name, has a Ram trigger which heals Parker for 2 and discards the upgrade.

His personal totem Doc Mitchell not only heals, but can provide **Hard to Wound**. Always consider taking the Doc, who will extend Parker's outrageous **Wd** count, and his crew appreciates this too.

Additionally, Parker should have a steady stream of Soulstones throughout the entire game with his upgrade cycle. Judicious use of enemy Scheme markers to attach upgrades means you can greatly bolster Parker's resilience with an unprecedented number of Soulstones.

=__Upgrades__= In addition to the general upgrades available to all Outcast models, Parker has several upgrades synergizing with his theme as a bandit, which he cycles through every turn. This cycle allows Parker to generate resources in game - either Soulstones or cards thanks to his **Limited Supplies** and **Five Finger Discount.** Broadly, they fall into three categories - Utility, Offensive, and Defensive.

**General Upgrades**

 * I Pay Better:** Parker, as an Outcast Master, has access to a number of useful Mercenary models. This upgrade gives Parker a use for weak cards in hand.


 * Oathkeeper:** Parker's **Limited Supplies** rewards him for discarding upgrades, and this upgrade not only discards itself, but gives Parker an additional **AP** when he needs it. However, **Stick Up** (see below) provides a similar benefit, and gives Parker an additional action.


 * Scout the Field:** Like **Oathkeeper**, this upgrade can satisfy Parker's **Limited Supplies**, and gives Parker some extra mobility that can synergize with **Coordinated Heist**. Many of Parker's attacks are also **Sh** actions, and on boards with a lot of terrain being able to ignore that can be useful. That said, given that Parker's attacks are not always his primary use of **AP**, this upgrade's primary benefits (discarding and gaining an additional move) are also provided by **Stick Up**.


 * Survivalist:** Parker has a massive number of **Wd**, above average **Df** and **Wp**, but otherwise has no other defensive abilities. With the volume of Soulstone that Parker can generate, and Doc's healing ability, this upgrade can make Parker very difficult to remove.


 * Scramble:** Parker's average **Wk** and **Cg** are nothing to write home about; boosting both of these can support Parker's mobility game.


 * Tally Sheet:** Parker's damage track is not setting the world on fire, but a mix of **Stick Up**, **Empty the Chamber** shots and proper target priority can allow Parker to benefit from this upgrade.


 * The Bigger They Are:** Like **Tally Sheet**, Parker's attacks aren't doing a lot of damage. This upgrade can boost Parker's damage to a minimum of 3 against targets where his average damage track would not suffice.


 * The Traveller's Stone:** This upgrade has a lot of surprising utility for Parker. Parker is known for generating Soulstone, making him one of the few masters who can make regular use of **Echo of Souls**. While Parker's (0) Action is often devoted **Five Finger Discount**, if he never needs to **Changing Plans** into anything particular he can **Take Cover** and feed **Limited Supplies**.

Utility Upgrades
This category includes Parker's two Limited upgrades - **Black Market** and **Highwayman**, as well as **Coordinated Heist** and **Hidden Steel Plate**. These upgrades are grouped together because they influence the rest of Parker's crew selection, and his approach to the Schemes and Strategies. Each of Parker's Limited upgrades provide similar benefits: **Bulletproof +1**, an ability which rewards you for removing enemy Scheme Markers, and a (0) tactical Action that functions as a friendly **Obey**-effect. Remember that Parker removes enemy Scheme markers with **Fistful of Scrip** and his (0) **Five Finger Discount.**


 * Black Market**: Gives Parker the (0) Action **Stick to the Plan**, which allows a friendly model to take an interact. The ability this upgrade provides is **This Looks Valuable**, which provides Parker another way to generate Soulstone. This upgrade plays well into interact-heavy Scheme pools, or pools where Parker needs to survive (by burning Soulstone).


 * Highwayman**: Gives Parker the (0) Action **No Witnesses** which allows a friendly model to attack. The ability this upgrade provides is **This is Worth a Few Scrip**, giving Parker cards for removing enemy scheme markers. This upgrade plays well into kill-heavy scheme pools, or into games where having cards mid-turn for the various discard-a-card effects in the Outcast faction outweigh Parker's need to survive.


 * Coordinated Heist**: Lets friendly bandits within 8" Walk once at the beginning of the game, as well as the aforementioned **"You Were Told to Duck...".** This upgrade is included in this section primarily because it rewards you for building a crew with multiple Bandit-type models.


 * Hidden Steel Plate:** Gives parker two Abilities and a new Tactical Action. The first ability, **Steel Plate Under My Shirt**, amps Parker's durability up by allowing him to discard the upgrade to reduce damage he suffers by 2. The second ability, **Dramatic Reveal**, gives the **Inspired** condition to friendly Minions within a large pulse when this upgrade is discarded, lasting until the end of the turn. Together, these abilities give Parker an incentive to bring a Minion-heavy crew, which conveniently enough most Bandit characteristic models are.

The Tactical Action this provides is another (0) Action in **Unflinching Stare**, which has a long range of 10", and removes a condition from the target with no target number required. It also shares Parker's **Changing Plans** trigger, giving him yet more options to chain his (0) Actions. Notably, if Parker uses the **Unflinching Stare** on a non-Bandit, he has to discard either a Soulstone or **Hidden Steel Plate -** but seeing as Parker is motivated to discard it with the **Dramatic Reveal** ability, this may be situationally a benefit rather than a cost.

Offensive Upgrades

 * Crate of Explosives**: Gives a (1) Action which blows up any Scheme marker within 8", which then deals 4 damage to any model within a 3" pulse unless they pass a **TN 13** **Df** duel. With Parker and his bandits, you should have no shortage of enemy Scheme markers to pop. Note that Mad Dog Brackett can take this upgrade instead of Parker. This upgrade can play well into Scheme marker heavy pools, but can be a resource intensive way to do so as the upgrade costs either a Soulstone or is discarded after each use. This may not be a drawback if you are using it to fuel Parker's **Limited Supplies**.


 * Stick Up**: Is one of Parker's most versatile signature upgrades. It provides Parker the **Stick Up** attack Action, which is **Sh 6** with an 8" range and is resisted by **Wp**. This attack can only target models of the Master, Henchmen or Enforcer station and gives your opponent a choice - give Parker a Soulstone, or suffer significant damage. Note that although this is a **Sh** attack, the way it's worded means that it will ignore **incorporeal**. Either choice by your opponent is good for you - you either continue to generate more Soulstones, or put a hurt on a significant model. While this attack can only be used once per turn, it does provide the best minimum damage output per **AP** for Parker.

Additionally, this upgrade provides Parker the **Fast Getaway** ability, which is what allows it to take the place of **Oathkeeper** and **Scout the Field** as mentioned above. This ability not only turns Parker into a 4-AP master (5 AP on a turn where he really needs to move, such as turn 5 when he needs to be somewhere for a Scheme or Strategy), it also feeds his **Limited Supplies** while making him difficult to pin down.


 * High Noon:** Gives Parker a (1) Action and an Ability. **Dead Man Walking** gives Parker a massive 18" **Ca 6** attack resisted by **Wp**, and if successful imposes the **Dead Man Walking** condition onto the target. This essentially is a variant of the **Stalk** condition, where after an Activation where the model with the condition took a **Walk** or **Charge** action, one of their opponents can take a projectile attack at them. This condition lasts until the end of the game, or the opponent may discard a Soulstone and give it to Parker to end the condition. The Ram trigger, "//I'm Coming For You"//, adds insult to injury on the target by applying **Slow**.

Considering Bandit characteristic crews will often be full of models with projectile attacks, and the range it can be applied with, this is a great use of Parker's **AP** in the first turn or two of the game. This forces your opponent to either spend **AP** removing the condition, advance cautiously, or they discard their Soulstones - all positive outcomes for you.

Like most of Parker's upgrades, **High Noon** has a caveat where after you take the **Dead Man Walking** action, you either discard the upgrade or a Soulstone. This makes it another outlet to fuel Parker's resource engine, and may be a useful way to spend Soulstone early game to spread the **Dead Man Walking** condition.

Defensive Upgrades

 * Hail of Bullets**: This upgrade gives Parker a (1) Action to place two 50mm hazardous terrain markers which last until Parker next activates, or dies. These deal a moderate amount of damage, are **Ht 0**, and importantly provide soft cover. These allow Parker the flexibility to be in the open and still benefit from cover, or shut off a choke point for an enemy. Given that Parker is not known for his damage output, any time an opponent willingly suffers this damage is a nice bonus. Note that these markers do not discriminate between enemy and friendly models, so be mindful against crews that use **Lure**- and **Obey**-effects. The attack also has a built in emergency heal with the "//That Should Hold 'em, Take a// //Breath"// trigger. Like many of his upgrades, this trigger allows you to feed Parker's **Limited Supplies**.

This upgrade also gives Parker the "//The Valuables, Please"// trigger on his "**Hands in the** **Hair"** attack. This trigger is built into the attack, and is functionally similar to the //"Drop It!"// trigger on Parker's **Six-Shooters**. This plays well into terrain-heavy boards, as well as giving Parker the ability to drop enemy scheme markers to feed his **Five Finger Discount** by targeting either his opponent's **Df** or **Wp.**


 * Human Shield**: As covered in the Resilience section, this upgrade provides two abilities to Parker to increase his survivability. The titular ability **Human Shield** means that Parker can have soft cover in the open, like with **Hail of Bullets**, but without having to cast anything. Given that Doc Mitchell can push towards a friendly Bandit (including Parker), it's likely that Parker will have at least one model within range of him at most times. **"Sorry, Friend"**, the other ability, gives Parker a way to discard this upgrade (and feed **Limited Supplies**) and shove an attack onto a friendly model within range- coincidentally, the same range he needs for **Human Shield.** This happens after a successful attack, but before damage, so there's no way to know if you're giving your patsy an attack they can survive. This does have play with **Frame for Murder** (see below).


 * Hidden Steel Plate**: As mentioned above, this upgrade provides Parker the **Steel Plate Under My Shirt** ability, which can be combined with Soulstone use for significant damage prevention when you need it.

=__Tactics and Tips__= In a world of monsters, cyborgs and wizards, Parker Barrows is a thief. He doesn't do the most damage, or summon reinforcements. What he does have is flexibility (see **Upgrades** for all his signature upgrades and how they can be used), mobility, and his **Resource Engine** (see below). This makes Parker a generalist master who, like most masters, can compete in any scheme or strategy pool. His thematic crew plays very well with their inbuilt synergies, but even without Bandit models Parker often has the tools he needs to get the job done.

With the arrival of Wave 5 and his signature Conflux, Parker has a new and improved **Resource Engine****.**

**The Resource Engine**
What makes Parker different from other Outcast Masters is his ability to cycle upgrades, and in doing so generate additional resources in the form of cards, Soulstone and **AP**. This is thanks to the way **Limited Supplies** plays with **Five Finger Discount** and his Limited Upgrades. Typically, Parker will start the game with:

- One of either **Highwayman** or **Black Market** - An upgrade that can discard itself (ex. **Stick Up**) - An upgrade that enhances his survivability or mobility (ex. **Hail of Bullets**)

In the first turn of the game, it's unlikely for Parker to be in range of an enemy model or scheme marker, unless you invest in an upgrade to enhance his mobility (ex. **Stick Up**) or you take the Hodgepodge Emissary with **Conflux of Stolen Goods**. Each turn, Parker typically wants to:

- Discard an upgrade - Remove an enemy Scheme marker, preferably to attach an upgrade - Give a friendly model either an interact or attack action from his Limited's (0) Actions

It is entirely possible to do these without expending an **AP**, or at minimum 1 **AP**, which leaves Parker plenty of other uses for his actions in a given turn. This can include attacking your opponents to force them to drop a marker or two with the various triggers available to Parker.

The payoff of this is that Parker, over the course of a 5 turn game, can generate between 5-15(!) additional Soulstones, 5 extra **AP**, and up to 10 additional cards, which are all a massive increase in efficiency for a crew. Add in his ability to apply pressure to his opponent's hand through the duels from **Crate of Dynamite** and the **Pay Up** condition, and Parker can leverage resources against an opponent to tip the scales in his favor.

A word of caution on Parker's Resource Engine - Parker can only attach one upgrade a turn, as **Five Finger Discount** is a (0) Action. The Black Joker can really interrupt Parker's flow, and it's up to you whether you hold it in your hand to avoid any problems, or rely on the chances of it not popping up when he activates. The good news is that even if Parker doesn't attach an upgrade in a turn, perhaps due to a Black Joker'd **Five Finger Discount,** he is resilient enough and can still satisfy **Limited Supplies** and his Limited Upgrades with other actions (**Fist Full of Scrip**, various actions and abilities on his Upgrades). The most important thing to playing Parker is to remember that you almost always have an out - you just need to, as Parker says, "stick to the plan."

=__Leading a Crew__= Generally speaking, Parker synergizes best with models with the Bandit characteristic. Many of his actions and abilities can target friendly models, but have an added bonus if said model is a Bandit. If you are not interested in running a themed crew, Parker's ability to generate cards, Soulstones and **AP** work just as well with the stable of excellent models the Outcasts have available.

Parker's thematic crew does struggle in that it features a lot of discard-for-effect abilities (ex. **Rapid Fire** on Mad Dog, **Run and Gun** on Bandidos), so models that either provide card draw or do not rely on cheating often are solid choices. Likewise, while Parker can give out extra **AP**, he doesn't do much else to buff his crew. Models that do not need buffing, or who can buff themselves, will find a good home in the Barrows' Gang.

Strategies and Schemes
Broadly speaking, Schemes and Strategies can be grouped together into similar styles - Positional, Interact and Killing. Positional schemes and strategies are those where you score based on having a certain number of models in a certain location, or by a certain marker. Interacts are scored by either interacting with your opponent's crew, or by placing scheme markers. Killing schemes and strategies are those where you are rewarded for killing your opponent's models, or for getting your opponent to kill a specific model of yours. As a generalist, Parker can compete in any Strategy and Scheme Pool. When playing with his thematic Bandit crew, his strengths lie in interact heavy pools. Outcast models in general, however, are strong at killing schemes, as well as denying the opponent their points.

Strategies
Positional Strategies (Turf War, Extraction, Reconnoiter, Interference, and Guard the Stash) are decent choices for Parker. He is mobile, and his ability to push his allies with **"The Job's Not Done Yet!"** mean he can get people where they need to be. While Bandit characteristic models aren't all known for their durability, Wokou Raiders and Dead Outlaws, as well as Doc's healing, can let Parker play in games where the Position to be in is in the middle of the board. Wokou Raiders are also excellent tar pits, and can tie down models in the Reconnoiter and Interference matchups to prevent the enemy from spreading out. Likewise, Parker can lock down models with **Pay Up.**

Interact Strategies (Squatter's Rights, Stake a Claim, Headhunter) are good choices for Parker. He can command models to interact with **Black Market**, and his aforementioned ability to push his own crew around can let them spend their **AP** on scoring the Strategy. When playing in a Bandit themed crew, **Coordinated Heist** can give an **AP** advantage on the first turn to let Parker get into position first.

Kill Strategies (Reckoning, Headhunter, Collect the Bounty) are decent choices for Parker. **Highwayman** gives out extra attacks, and Mad Dog loves nothing more than shooting four times a turn. Additionally, Outcasts are spoilt for choice of models that hit hard and are hard to put down. In a Bandit themed crew, Parker needs to be careful on the number of Minions he brings, as most Bandits are minions and relatively fragile.

Schemes
Positional Schemes (Outflank, Entourage, Undercover Entourage, Show of Force, Inspection, Last Stand) are a mixed bag for a Parker crew. While Parker has the mobility to get his models to where they need to be, terrain and deployment are factors you'll need to keep in mind when choosing these schemes. Parker himself is a great choice for a model that needs to survive/ be above a certain number of wounds (ex. Entourage and Undercover Entourage), given his access to soulstone prevention and healing in his native crew. One trick to keep in mind is that on the last turn of a game, **Stick Up** can give Parker a **Fast Getaway**, which he can then walk three times, reattach **Stick Up**, and make one last **Fast Getaway** to cover a blistering 25" in one turn.

Interact Schemes (A Line in the Sand, Distract, Breakthrough, Cursed Object, Plant Evidence, Plant Explosives, Deliver a Message, Spring the Trap, Power Ritual, Claim Jump, Accusation!, Leave Your Mark, Covert Breakthrough, Hidden Trap, Recover Evidence, Set Up, Search the Ruins, Tail 'em) are Parker's strong suit. Parker's ability to force the enemy to drop scheme markers can be used to deny them these schemes (as you can drop markers to either invalidate or disrupt your opponent's efforts to drop scheme markers), or his ability to replace enemy scheme markers through **Fistful of Scrip**. This ability shines in schemes where you want scheme markers near enemy models (ex. Plant Explosives, Hidden Trap), as Parker can wait until the enemy has activated, make them drop markers, and then use **Fistful of Scrip** to secure a significant number of VP. In a Bandit themed crew, the prevalence of **Life of Crime** and **Finish the Job** mean that you will be able to litter the battlefield with scheme markers. For schemes where you are interacting with enemy models, **Black Market** gives Parker a way to maneuver a model into position to interact without activating, or without your opponent being able to respond.

Kill Schemes (Assassinate, Bodyguard, Vendetta, Make Them Suffer, Take Prisoner, Murder Protege, Frame for Murder, Eliminate the Leadership, Dig Their Graves, Hunting Party, Mark For Death, A Quick Murder) are schemes that Parker can accomplish, but care must be taken when choosing them. Given Parker's innate lack of damage, but the prevalence of Outcast models who can dish out damage, you will have to decide when building a crew whether you want to go for one of these schemes. **Highwayman** can support this build, as it allows Parker to give another model an additional attack, which may be the deciding factor in finishing off a model.

Special mention goes to Dig Their Graves and Frame for Murder, which are both 'suited' schemes in the current Gaining Grounds 2017 tournament packet. As suited schemes, these come up more frequently than other schemes, if less frequently than Claim Jump (which is always available). Parker has unique strengths in completing both of these schemes.

For Dig Their Graves, Parker can combine **Fistful of Scrip** with his many **"Drop it!"** triggers and his low Weak damage to weaken several enemy models, and place friendly markers within range for a beater (ex. Mad Dog) to finish off for a point.

For Frame for Murder, Parker's **Human Shield** upgrade becomes situationally brilliant. Choosing a 'sucker' that the enemy has to kill (ex. Mad Dog) is a good choice, as is something innocuous (a Bandido that happens to be within range of **"Sorry, Friend"**). When the 'sucker' is low enough that minimum damage will kill them, Parker can force the enemy to either cheat Black Joker for damage, or give up points. This works well on Doc Mitchell, whose healing can become a real nuisance for your opponent and can be near Parker for most of the game.

As always, when choosing Schemes and Strategies, take into consideration not only your crew, but your opponent's crew and the board. Parker has the tools to accomplish any Scheme and Strategy you play him into- identifying which tools you need is the key part of learning to play Parker.

Building a Crew
Parker's flexibility means that he can lead a crew that can benefit from all the models that the Outcast faction has available and do well. When starting out, Parker's crew box comes with his totem, Doc Mitchell, his henchman Mad Dog Brackett, and three Bandidos - cheap, bandit minions. This crew benefits from Parker's Bandit synergy, and is a great place to start learning his tricks.


 * Doc Mitchell**: Doc has a lot going for him in a Parker crew - he has more options for **"****Doc! Get Over Here!"**, and his **Stitch Up** action can keep Parker or one of his big beaters in the fight for longer than expected. At his cost, Doc also helps pad out Parker's activations while still providing value for the crew. His **Hidden Flintlock** can surprise opponents who don't expect him to be able to put out a strong attack, and gives Parker a backup-beater in case the boss goes down.


 * Mad Dog Brackett:** Mad Dog is a simple tool: he provides consistent, long-range firepower and slight bonuses to shooting crews in a crew with a lot of **Sh** actions. Mad Dog is also one of the few models with the Bandit characteristic who are likely to kill models to satisfy Parkers **Go Through Their Pockets**, an ability that gives Parker more card draw when models die near him.


 * Bandidos**: Bandidos are cheap minions who are remarkably mobile for their cost. They can run Schemes well enough, and have several ways to push themselves out of an engagement with their **Run and Gun** and **Quick Getaway**. They also have the situationally useful **Life of Crime**, which can let them spoil an enemy's plan for an end-of-game scheme.

Other Bandit models at this time include:


 * Hodgepodge Emissary:** When taking the **Conflux of Stolen Goods**, the Emissary gains the Bandit characteristic, the **Sacks of Loot** ability and the Tactical Action **(0)** **It was Only a Loan**. **Sacks of** **Loot** rewards you for attaching Trinket Upgrades with drawing a card, which adds more fuel to Parker's **Resource Engine**. The Tactical Action serves two purposes: it is yet another outlet for discarding an upgrade on Parker (if you need to make room for something before he activates), but more importantly it allows you to generate enemy scheme markers without needing an enemy model nearby. Now, Parker can begin generating Soulstones Turn 1, and can even do so without getting stuck into the middle of the enemy crew. While it doesn't do a lot of damage, it is a useful support piece that can also help run schemes.


 * Dead Outlaws:** Dead Outlaws are tougher than Bandidos, and support Parker's ranged combat and control elements. Their **The Curse Spreads** trigger on their gun gives them a respectable minimum damage 3 against models with upgrades attached, and their **Curse of the Covetous** can shut down enemy melee models who get stuck in without support.


 * Wokou Raiders**: Wokou Raiders are expensive minions with the Bandit characteristic, but they provide a Parker crew with a thematic model that can handle itself quite capably in melee, an area that Parker typically suffers in. Wokou Raiders are very mobile, accurate with their **Twin Sabers**, and can maneuver scheme markers with their **A New Horizon** tactical action.

Models with the Bandit characteristic typically are ranged combatants, with average to above average stats and damage tracks with a focus on **Sh** actions and ranged combat. Thematically, Parker's crew suffers at close combat, and also lacks ways to get around **Armor** and **Incorporeal**. Defensively, Bandits lack condition removal in theme. As such, Parker can benefit from models within the Outcast faction that help him with these to round out his crew. Below are just a few such models.


 * Hodgepodge Effigy:** A cheap, durable minion that can support Parker's efforts to generate Soulstones, pad out activations, and provide more areas of soft cover.


 * Ronin**: Ronin are minions that provide a number of surprising synergies with Parker. They are durable, disruptive models that can hold their own in melee. Their ability to ignore armor with their **Daito** helps address this weakness in a Parker crew. Additionally, **Hard to Kill** plus their ability to **Seppuku** allow them to be **AP** sinks for your opponent, and then provide Parker more of the resources he's already generating.

Big Jake: Big Jake is a solid model for the same cost as a Bandido. His damage track is on par with most of the Bandit models, but his real strength lies in his abilities. **Don't Mind** **Me** helps in Headhunter-style games, and **I'll Finish This Fight** helps with Interference-style games. His ability to come back at the end of the game can help Parker deal with the inevitable attrition he'll face as well. Like many models, he's a great target for Doc to **Stitch Up** after a few turns of **Consult The Ancestors.**


 * Johan**: Everyone's favorite M&SU member, Johan brings two key things to a Parker crew - Melee presence and condition removal. His **Hard to Kill** also benefits from Doc Mitchell's **Stitch Up**, letting him stay around longer than he otherwise might.


 * Sue**: The Man in Black brings another solid damage dealer to a Parker crew, along with the card draw from **Hurt**. Doc's ability to **Stitch Up** Sue, along with his native **Hard to Kill**, can keep him around longer than he typically does. While Parker's crew has a lot of defense against projectile actions with multiple sources of soft cover, Sue's can bring protection from **Ca** actions as well.


 * Vanessa:** As an Enforcer with a solid **Ca** attack, Vanessa can shore up Parker's weaknesses to **Incorporeal** models. Her ability to look at the top of the deck is also helpful in avoiding the Black Joker, especially on a **Five Finger Discount**. Her synergies with Constructs also lead her to support the inclusion of Lazarus for more ranged damage. If you are building a Mercenary heavy crew for Parker, **Howling Wolf Tattoo** can ease the burden on many of the discard-for-effect actions common to models like Ronin and Convict Gunslingers.

=__Playing Against Parker Barrows__= While Parker is a man with many tools, he does rely on the Soulstones, Cards and AP he generates with his **Resource Cycle** to keep up with other masters. Interrupting this cycle - especially by Paralyzing or killing Parker - can leave his crew behind in the resource race. Parker's thematic crew also lacks a lot of damage output, and are pillow-fisted in close combat, and as such are ill-suited to an attrition game. Summoners and high-damage-output models can pull ahead of Parker in activations and leave him behind.

Parker's main way to apply pressure to his opponent is through soft control - you have a choice whether to give him a soulstone or suffer damage with **Stick Up**, and **Pay Up** is a condition that can be removed, or ignored by simply not taking tactical actions.

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