M2E+Guild+Pathfinder


 * Guild Pathfinder, Guild Minion**

=__Overview__= An efficient sniper model with special synergies with the Clockwork Trap. Guild Pathfinders are relatively inexpensive, and most often found with Lucas McCabe.toc

=__Mobility__= Like many snipers, the Guild Pathfinder has **From the Shadows**, so you can deploy it where you want it to be rather than relying on mobility.

The Guild Pathfinder can also move at a decent pace, with a **Wk 5**.

=__Offense__= In melee, the Pathfinder isn't too impressive with its **Skinning Knife**, with **Ml 4** and only **2/2/3** damage. The **Ml** improves by 1 for every Clockwork Trap near the target, so if you need a melee attack, summon a Clockwork Trap first. If you can get multiple Clockwork Traps, you can actually get a decent hit in.

Mostly, you'll want to be using your **Hunting Musket.** This has a **Sh 5** with a very nice 12" range and **2/4blast/5blast** damage. It also gets a bonus **Sh** for every Clockwork Trap near the target and ignores them for the purposes of randomising targets. The attack has two triggers: with a crow, you **Slow** the target, with a mask, you can ignore **Hard to Wound** and **Armor!** This can bring down some very tenacious opponents, especially if you plan your Clockwork Trap placements well.

=__Resilience__= The Pathfinder has a pretty good defense at **Df 6**, and will probably benefit from cover if you put it in a good sniper nest. Its **Wp 5** and **Wd 6** are about average. Other than deploying in position, it doesn't have any special resilience tricks.

=__Tactics and Tips__= The Pathfinder is designed to work with Clockwork Traps. It has a (0) that summons a Trap within 4" on a 6 or better tomes, and another (0) that moves a trap up to 6". You'll need to pick between the two - set up a trap for later, or move an existing trap into position (possibly to help trap the target and make a **Hunting Musket** shot easier).


 * Scavenge Supplies** is a great Ability: you get a free draw and discard whenever a model within 6" is killed. This can improve card flow and doesn't cost anything, so it's a nice perk to remember. The Pathfinder generally prefers to keep its distance from enemies, so don't get close just to use this Ability, but remember it when it comes up.

Summoning Traps is great, but don't bank on it happening right when you want; with no way to get around the suit requirement the Pathfinder's summoning is highly draw dependent. If you're planning on putting the Pathfinder in position to start shooting straight away then you might want to hire a Trap to begin with as an insurance policy. Position the hired trap ahead of the Pathfinder and you'll have the option of moving it up to engage the Pathfinder's desired target (also protecting him from retaliation) or summoning a new one if you get the cards for it.

=__Playing Against Guild Pathfinder__= The Pathfinder is a great shooter, but it's weak in melee. If you can get into engagement with it, it's a lot less dangerous. Remember that the traps can clamp down on your models and leave you exposed for the Pathfinder to shoot.

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