Wastrel

// "What we were after now was the old surprise visit. That was a real kick and good for laughs and lashings of the old ultraviolent." - Alex (narrator), __A Clockwork Orange__ //
 * Wastrel, Guild Minion [[image:3 wastrels.jpg width="360" height="334" align="right"]]**

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=__Overview__= Another cheap minion not just for Guild but also for the Ten Thunders, since they are Dual Faction. They share McCabe's customizing ability to a lesser extent, while also having some situational movement shenanigans. It also seems they have some sort of serious beef with Zoraida and won't work for her...

=__Mobility__= Despite having an average Wk of 4 and Cg of 6, the Wastrel can be speedy depending on terrain. It has a (1) action called "Secret Passages." You can't do it if you're within LoS of an enemy model or Engaged. It lets you place the Wastrel up to 8" from where it started. Doing this action also doesn't end its Harmless ability. In addition to the Petrified Feather, the Wastrel can across the board fairly quickly. As a Black Sheep, it can Companion with the Mounted McCabe too.

=__Offense__= The Wastrel has a ranged weapon and a melee weapon, and both are Paired. Its Gang Weapon has a CB of 5 with a Critical Strike trigger. In addition, the Wastrel gets +2 to a Melee Damage flip if it attacks while it is considered Harmless thanks to an ability called "Backstabber." The ranged weapon is a Small Handgun with an average RG of 8" and a Damage of 1/3/4. Its CB 4 is low, but it has a trigger: - __Reload...Twice__ (Crow) Replace the Handguns Damage profile with 3/6/8 for the duration of the attack. After resolving the attack, end the Wastrels activation and it gains Paralyzed. This puts the wastrel out for a whole turn, and could miss the rest of his activations that turn too. A tough call, if you only do 3 damage, because enemies can walk up and hit the wastrel without fear of attack. The best way I can see this trigger being used is making a single, focused strike, or cheating in a high crow, hoping to get atleast a straight flip on the target, before cheating in a severe. Definitely worth the cards and the potential loss of the model against some dangerous enemies, like masters, beatsticks and expensive minions you NEED killed. This trigger will not combine with the soulstone bullet.

The Wastrel also has Ruthless, meaning it can target Pitiful and Harmless models without penalty.

=__Resilience__= The Wastrels have an average DF of 4 and 6 wounds. It will mostly rely on its Harmless ability to remain unmolested.

=__Tips and Tricks__= The Wastrels can choose an ability before the game begins, but no Wastrel can take the same option. This means that the three Wastrels you can field will each have a different ability. The choices are: - __Earths Elixir__ (0) Action that may only be used once per Encounter. This Wastrel's wounds can't be reduced below 0 for 1 round basically. - __Petrified Feather__ (All) action that lets this model be placed up to 18" away from its current location and put in a legal location. This can only be used once per Encounter. This can be amazing for objective play - Using it first turn, and activating second turn to drag the treasure counter, plant an evidence marker, or similar. - __Soulstone Bullet__ Once per Encounter before inflicting damage with the Small Handgun, you can replace the Small Handgun's damage profile with 3/4 Blast/ 6 Blast, and the damage is magical. - __Strangemetal Blade__ Replace the Gang Weapons damage profile with 1/3+Slow/4+Paralyzed, and it is Magical.

Use Secret Passage to get into position, then use reload twice to take out a high priority minion.

=__Master-Specific Tips__=

If you have Lucius in your crew, use him to place a Wastrel mid board, and take out a high priority minion.

Wastrels work well with most Ten Thunders masters, being a much needed 4ss model for their arsenal.

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

=__Playing Against the Wastrel__=

They have a nasty trick that has a deceptive range, some of the highest damage in the game and a solid CB. The best thing to do is to have cover, or cheap as much as you can to avoid the hit. It will be well worth it for the to paralyze their own model to take out something like a Librarian, a Judge, Mortimer or Hans.

The good news is that they will likely die in 2 activations once you get around harmless.

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