M2E+Wastrel


 * Wastrel, Guild / Ten Thunders Minion**

=__Overview__= The dissolute children of wealthy patricians, Wastrels are the brutal and cynical young scions of power. They're violent troublemakers who hang out with other Black Sheep and fight for fun.

The Wastrel is a cheap but very flexible model with utility, support, and mobility tricks. Wastrels are quite card-efficient (with a lower reliance on cheating), they make decent objective-runners and are excellent support pieces.

Wastrels are most often found with a Lucas McCabe Crew, and they benefit from McCabe's style of sharing his various Upgrades. toc

=__Mobility__= The Wastrel has only a so-so **Wk 4 Cg 6**, but they have plenty of mobility tricks. Wastrels benefit from the **Badge of Speed** Upgrade from McCabe, which improves mobility.

With a Mask, the Wastrel can push 3" after making a **Gang Weapons** attack. With a Crows on **Cast-Offs**, they can place in base contact with a friendly scheme marker within 12".

Wastrels can do well moving along safely. If they do nothing but **Walk**, they get a free **Defensive +1** from **Swagger.**

=__Offense__= The Wastrel has good attacks, with a decent attack but low damage, both close and ranged. One saving grace is their **Ruthless** ability. Being able to ignore **Wp** duels during their activation makes them useful for plinking damage off models that otherwise rely on **Terrifying**, **Manipulative** or a **Challenge** aura to keep safe. They might not have the killing power or resiliance to go toe-to-toe with an enforcer-level model, but they're at least able to contribute without you having to waste cards on Wp duels.


 * Gang Weapons** is a **Ml 5** attack. It doesn't do much damage, but on a Mask they also get a 3" Push for their //"And then he just strolled away"// trigger. Note that, thanks to **Bravado**, they can discard any card to get the mask for the trigger, and if they have an Upgrade (probably from Lucas McCabe), they can draw a card again.


 * Pocket Handgun** gets a **Sh 5** with a built-in positive twist to the Attack Duel, so it's very likely to hit. It has a 10" range and a decent but not amazing **1/3/4** damage. With a mask (easy to get thanks to **Bravado**) they also gain **Focused +1**, which can be good for a second attack for better damage after the first one hit, or a potential disengaging strike later in the turn, if the target would prefer to run than fight!

=__Resilience__= The Wastrel isn't going to survive long under a sustained attack, with **Df 4 Wp 5 Wd 5**. At its low cost, those are not too bad, and **Swagger** can help with defenses as well. **Cast-offs** can help a wounded Wastrel come back to full, but a Wastrel won't usually expect to survive multiple hits.

The Wastrels often want to be back away from the action a little, and should plan to use terrain to get cover bonuses.

=__Utility and Support__= The Wastrel has a single very powerful and flexible utility and support action, **(2) Cast-offs**. Cast-offs requires a 6 of any suit to heal a friendly model within 6" of 2 damage, or pass Upgrades to that model. It also has four very good triggers that do very different things. You can use **Bravado** to help get the right suit you need for a trigger.


 * On a ram, you get // Soulstone Bullet //, which gives a free ** Pocket Handgun ** attack with improved ** 2/3/5-blast ** damage.
 * On a tome, you get // Strangemetal Shiv //, which gives a free ** Gang Weapons ** attack which inflicts ** 2/3/4 ** damage and ** Slow. **
 * On a crow, you get // Petrified Feather //, which places the Wastrel in base contact with a friendly Scheme Marker within 12".
 * On a mask, you get // Elixir of Life //, which heals 2 damage on the Wastrel itself.

The four triggers are all very good and worth the (2) action (especially with the friendly heal), but in any given situation there's probably only one you want to use. This is a good place to cheat your moderate cards, or better yet discard your low cards for **Bravado**.

=__Tactics and Tips__= In any given turn, you'll probably want to do one of a few things with the Wastrel:
 * Double-walk to get into position and get ** Defensive **.
 * Use ** Cast-offs ** to help another model and get one of the four triggers.
 * Stab someone with ** Gang Weapons ** and a mask to get out of engagement.
 * Shoot a target twice with ** Focus ** on the second shot.
 * Move behind cover and ** Interact. **

Don't get lost in all the possible complexity. Just do one of those and you'll do well. It will usually be clear which one will benefit you most.

Wastrels are obviously pretty useful in a McCabe crew. With one of his upgrades on them they can effectively use **Bravado** to replace bad cards from your hand with the top card of your deck, and use (2) **Cast-offs** to pass on an Elixir of Life or Badge of Speed once they themselves have benefited from it. They're also a great carrier for the Glowing Sabre, since they'll easilly be able to use **Bravado** to cycle a card and gain an extra ram for the **Critical Strike** trigger and minimum damage 3!

Outside of McCabe, Wastrels are still quite viable. With Jacob Lynch's **Ace in the Hole** they can use **Bravado** to keep discarding (and recovering) an Ace for whatever suit they want. Their healing with Cast-offs make them great support models to have behind your front lines, and their amazing flexibility for 4SS means that any crew will be able to make decent use of them.

=__Playing Against Wastrels__= The Wastrel is efficient for its cost, but dies easily after a hit or two. If you can catch one, especially on a turn when it doesn't have **Defensive**, it's an easy kill and probably a great target of opportunity.

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