M2E+Guild+Rifleman


 * Guild Rifleman, Guild Minion**

=__Overview__=

The Guild Rifleman is a ranged attack Minion who deals more damage when in proximity to other Guardsman models that have already Activated.toc

=__Mobility__= The Guild Rifleman is not very mobile with a Walk of four inches and a Charge of six inches. Additionally, it is preferred that the Guild Rifleman gets into a good position where he can cover a key area of the battle and stays in that position.

=__Offense__= The Guild Rifleman's main purpose is to make **Guard Rifle** Attack Actions. The **Guard Rifle** Attack has a high Shoot of six. The damage is 1/2/4 with the //Critical Strike// trigger. It is possible for the Guild Rifleman to have three rams for a damage of 4/5/7. The **Guard Rifle** Attack Action gains a ram to the final duel total when it gains the benefit of the Focused Condition. Additionally, due to the Guild Rifleman's **Firing Line** ability, when within four inches of a Guardsman who has already Activated this Turn, the Guild Rifleman gains another ram to his Shooting stat. A third ram can come from the card flipped or cheated for the Attack Action.

The Guild Rifleman also has a **Knife** Attack Action if he is engaged. This Attack Action is not as good as the **Guard Rifle** Attack Action, so it is only used as a last resort.

=__Resilience__= The Guild Rifleman is not very resilient, so it is best to keep him out of melee engagements. His Defense and Willpower are average, and he has five wounds. The Guild Rifleman has two abilities, **Hold!** and **Stand and Fire**, which serve to deter enemies within fourteen inches and Line of Sight from charging. The **Hold!** ability prevents the Focused Condition from ending on a Guild Rifleman during the Upkeep Step. The **Stand and Fire** ability allows the Guild Rifleman to deal two damage to a charging model by lowering the Focused Condition value by one. This ability can be used to finish off a model with only a few Wounds remaining that foolishly decided to take a Charge Action in the vicinity of the Guild Rifleman.

=__Tactics and Tips__= With the **Companion** ability, the Guild Rifleman can take a Chain Activation to finish off a weak model, possibly adding the ram to this **Guard Rifle** Attack Action with **Firing Line**. The **Stand and Fire** ability can offer some protection against the Guild Rifleman's crew being charged around him.

=__Playing Against the Guild Rifleman__= The best way to deal with the Guild Rifleman is to either stay out of his Line of Sight, engage him, or Paralyze him.

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