Out(Bear)Cast – Strongarm Suit

Another Out(Bear)Cast this time I will be looking at the ghettoblaster himself (sorry) the SAS.


Average Df and good Wp, like other tankier Freikorps he has decent number of wounds. He is also as fast as other Korps members with Wk being average and Cg being great.

He is enforcer so there are a couple of upgrades worth looking at mainly Oathkeeper but that is standard for most outcasts.


Armor – Better than standard Korps armour which is always good.

Freikorps Suit – They all get the suit (cue MiB quote) which means they can ignore damage from pulses and blasts which is great against so masters.

Augmented Jump – This allows him to ignore models/terrain when charging. He can also Charge while engaged. This means you can never pin him down and easily charge in one activation and charge something else next activation. Think of him as a mini-schill..

Attack Actions

Enhanced Fists – Decent Ml 6attack that has a Ram built-in and does decent damage with severe being nasty. His triggers make him that little bit scarier;

  • Pneumatic Actuator needs a Crow and stops they damage being reduced, so Armour etc. is ignored, although Soulstones can still be used.
  • Pneumatic Crush needs an additional Ram which grants a positive flip to the damage.

The crow trigger is the nasty one and will make plenty out there nervous, although any positives to damage is welcome especially against ressers and the like.

Aetheric Projector – Average Sh attack with a built-in Rams and decent range. The damage is about average for ranged attack. Like his fists the triggers are not bad;

  • Soul Vortex needs a Crow , if a model is killed then it does place markers so can be nasty for Summoners. But being dependent on killing the model is not as helpful due to not spectacular damage.
  • Aether Scramble needs a Mask after damaging then the target gains Slow. Reducing AP pf your opponent is a good thing 😉
Tactical Action

Charge Up – This is his 0 action that grants one the following, what is nice is this just happens. No discard or Flip is needed to activate it.

  • Polarized Shielding – When the Strongarm takes damage with a Ml attack the attacker takes 1 damage after resolving.
  • Charged Fists – Grants +1 damage to his Ml attack actions, makes him very scary.
  • Bright Aether – Makes the Aetheric Projector very good at hitting with a boost to take it from average to very good.

A tanky model that moves around like a mini-schill, smashing stuff with his fists (need an Arnie phrase here) and occasionally shooting things to reduce enemy AP. He can be difficult to fit in due to the cost (loads of competition) but if you are wanting a model that can never be pinned down and as such means you pick your battles. He is certainly one to consider.

Out(Bear)Cast – Lazrus

He just keeps coming with blasty death…Say hi to Lazrus.


So he is nothing spectacular for is stats. Poor Df (not as bad as some though) while also having good Wp though. He has plenty of wounds but is a little slow, however in outcasts so many upgrades to help with this it is almost nothing to worry about.


Hate the Maker – Will not work if the leader of the crew belongs to the Guild even dual faction so even McCabe is frowned upon.

Armor – Better than standard Korps armour which is always good.

Attack Actions

Bayonet – Decent Ml attack with in-built Ram that does OK damage it does have good reach as well.

  • Unload Ordnance – A second ram is needed but adds some blasts to the damage as well which is great on a melee attack.

Grenade Launcher – Decent Sh attack that has good range and nice damage output with the all-important high weak damage and with blasts as well.

Assimilate – A 0 action that needs any 6 to hit the target number (very high Ca) that targets Wp. This allows Lazarus to use a 1ap action from the targeted Construct (can be an upgrade) and no declaring triggers. Interesting ability that allows you to get a free action out of him as well. Very flexible depending on what is on the board (looks at Pariah of Iron Levi).

Tactical Action

Auto Fire – Very powerful 2 AP action that lets him shoot 3 times in his activation what makes it scarier is that unlike Rapid Fire Lazarus can shoot different targets with this.

Self Repair – Another 0 action and one you will use more than the other as it heals Lazarus which is great to have. Unless you are construct heavy or have other healing in the list.


Stompy robot that fills in more congested area of 10 point enforcers in the Outcasts. If you think blasts will be important than you can’t go wrong with him especially with the very versatile Auto Fire.

Out(Bear)Cast – Trapper

So for my first Bear(out)cast article I am going to be looking at the much-loved/hated model the Trapper.


Middling stats with OK Wp and average Df while he can move when needed and surprisingly good Cg why he would who knows..

They are also Rare 2 so you can’t spam them for some reason, which is a great shame 😉 Obviously they are Mercs hence why they get around a lot and are a great price for what you get if played well (therefore I don’t expect much)


Armor – Standard for the Korps always handy even if there is plenty of ways round it.

Freikorps Suit – They all get the suit (cue MiB quote) which means they can ignore damage from pulses and blasts which is great against so masters.

From the Shadows – They are sneaky so can be deployed anyway near enough great if you get to deploy second. Although I am not a fan of the deploy in/on a tower as yes it is very cinematic BUT not fun for the other person (or you if obey etc. is about).

Attack Actions

Rifle Butt – If you are using this then you are in trouble!! Rubbish Ml and just bad damage track, only use this if you are bored…

Clockwork Rifle – the reason for the Trapper! A sniper rifle that has built-in positive flips and boosts the range if you focus. It only has an average Sh value but that is countered by the positive flips it can use! The Range is decent to start with the focus-induced bonus is just nasty!

The damage track is not bad and you if you focus there is a chance to get the straight flip on damage to cheat in a high card.

  • Mask Trigger Reposition – This is built-in and allows the trapper to push after succeeding. Handy to hide him after he has annoyed the opposition.
  • Ram Trigger Critical Strike – Increase the damage for each Ram in the total, generally this will mean only +1 for the trapper but still makes the gun even scarier even at min damage.
Tactical Action

Retreat to Cover – The only 0 action the trapper has and allows them to push out of engagement if they discard a card. Very handy as it means he can’t be tied down so the enemy either needs to concentrate on them or risk being shot at continuously.


A great piece that will annoy and cause a fair amount of damage! What is going to be the hardest part of using them is how aggressive you are with the From The Shadows. Too much and they will be eaten first turn. Deploy normally could affect how much damage they kick out in the game.

If you have been reading my after action reports, I am finding the threat of them greater than the actual damage you can really dictate where your opponent goes as they do not want to be LoS of them, use this to your advantage. But be wary of very fast models.

Out(Bear)Cast – Librarian

The Korps book keepers are very handy to have around on a field trip..


Middling stats with good Wp and average Df and can moves at an average Wk but has no charge.

They are enforcers so can take an upgrade which in most situations will be Oathkeeper I think just because the fast is so effective.


Armor – Standard for the Korps, good but there is plenty of ways round it.

Freikorps Suit – Ignoring damage from pulses and blasts can be huge against certain match-ups.

Nether Fluctuation – A small bubble but pretty nasty as it removes built-in suits on Ca, Sh and Ml of enemy models. Positioned right there are a lot of models hurt by this.

Attack Actions

Ancient Words – Their attack has a good Ca value so watch out incorporeal models. It can be used at range or while engaged which is very useful. The damage track is also not bad .

It has a Tome suit built-in and needs an extra one for both its triggers;

  • Surge – Upon succeeding allows you to draw a card. Handy for the for the first attack if you are using Furious Casting to balance the books (see what I did there).
  • Resonance – Deals blasts on moderate and severe damage (for slight reduction in actual damage). Very nasty against clumps of models.

Interesting triggers as they are based on the same suit you can decide each time which one is beneficial the free card OR blasts.

Tactical Action

Furious Casting – 2AP action that lets you take 3 Ca actions against the same model (not the healing action though 😦 ).

Healing Energy – Needs any 7 to hand out a healing flip which is pretty nice. If the leader is an outcast you can cast this more than once which is just gravy!


Great utility piece as healing can be very powerful ability to have around, especially when you can do it twice in outcasts and is not that difficult to get.

While a decent attack that can be used as a way of giving your hand a boost or just hurting bubbles of models. I worry that the Nether Fluctuation is a trap as I don’t really want them that close to the enemy if I can help it. Casting from a distance seems much nicer option!

This is more so as they can make a great bodyguard target if you play them in a support role hiding behind a heavy hitter who is being constantly healed. I actually think I would use one of these in most lists to the extent of being auto-included (nearly) possibly even over the dreaded trapper.