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Guild Trapper/Traps


Turbodog

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What do you want to know about 'em? Traps are dual-faction 2ss Rare 3 insig constructs w From the Shadows, Harmless and Tiny. They can do a (0) action duel against a target's Wk to Paralyze or prime thrmselves to do that action automatically if an enemy model comes too close.

Guild Pathfinder is a trapper-type guardsman who comes with 2 traps that he can place when deployed or later on. He costs 6, is Rare 2 and is otherwise a lot like the Freikorps Trapper, except with a musket instead of a rifle and has a few other trap-related abilities. Average Df, decent Wp except when performing Morale duels.

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What do you want to know about 'em? ...

Guild Pathfinder is a trapper-type guardsman who comes with 2 traps that he can place when deployed or later on. He costs 6, is Rare 2 and is otherwise a lot like the Freikorps Trapper, except with a musket instead of a rifle and has a few other trap-related abilities. Average Df, decent Wp except when performing Morale duels.

Guild Pathfinder intrigues me. Some more specific questions your response has brought up:

1) He's got the guardsman trait? Yay, more guardsmen!

2) He's like the Freikorp Trapper? So he has...

a) Armor, Magic Resistance, and Immune to blasts/pulses?

B) Scout

c) Can give scout to others in a pulse

d) Hunter

e) Auto-trigger to push after shooting

...or is he not really like the Freikorp hunter and doesn't actually have any of these. ;) ?

Finally, is the musket 16" range or less? I'm guessing less as you called it out as different.

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Armor and blast/pulse immunity is something the Freikorp Trapper gets for being Freikorp. Sadly such things are not standard in the Guild.

He does have Hunter, Scout, Guide, and From the Shadows (with a nice twist)

He doesn't push after shooting. He likes to hang out where he is, setting traps and waiting for his next victim (so he can skin them and make them into jerky.)

Hunting Musket is actually fairly short-range; and the shorter the better, really. To be fair, the Guild already has a sniper, so we don't really need another one. Ignoring armor is something we might need, though.

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What do you want to know about 'em? Traps are dual-faction 2ss Rare 3 insig constructs w From the Shadows, Harmless and Tiny. They can do a (0) action duel against a target's Wk to Paralyze or prime thrmselves to do that action automatically if an enemy model comes too close.

Guild Pathfinder is a trapper-type guardsman who comes with 2 traps that he can place when deployed or later on. He costs 6, is Rare 2 and is otherwise a lot like the Freikorps Trapper, except with a musket instead of a rifle and has a few other trap-related abilities. Average Df, decent Wp except when performing Morale duels.

Dose that mean that the trapper lets you have more then 3 traps, if so how? This is based on being able to have 2 trapers, and that he comes with 2 traps, make 4 traps.

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Dose that mean that the trapper lets you have more then 3 traps, if so how? This is based on being able to have 2 trapers, and that he comes with 2 traps, make 4 traps.

Traps are increased to Rare 6 in a crew containing a Pathfinder or McCabe. (McCabe has the same Trap-setting ability as the Pathfinder.)

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