STARTING GEAR
| GEAR | IMAGE |
|---|---|
|
Shirt
|
|
|
Kevlar pants
|
|
|
Military boots
|
|
ATTRIBUTES
| ATTRIBUTE | LEVEL |
|---|---|
| AGILITY | 70 |
| DEXTERITY |
62
|
| STRENGTH |
64
|
| INTELLEGENCE |
89
|
| PERCEPTION |
79
|
SKILLS
| SKILL | LEVEL |
|---|---|
| MEDICAL |
27
|
| EXPLOSIVES |
51
|
| MECHANICAL |
68
|
| MARKSMANSHIP |
47
|
| STEALTH |
39
|
TRAITS
Bargainer: Able to bargain at local dealers
Short sighted: decreases when not wearing any glasses
Team player: rises when working in a full squad
Strengths/Weaknesses:
Carlos is the only merc other than Hamous with the bargainer trait, but he's more useful in a fight. Not by much, but his 62/47 in dexterity/marksmanship guarantees that he'll at least be shooting straight most of the time.
He'll take a morale hit until you can get him glasses, and his above-average explosives and mechanical skills won't be terribly useful until you can push that dexterity a little higher, but there's plenty to work with here.
Tactics:
When you're first outfitting Carlos, make sure he gets a pair of glasses along with any armor and weapons you provide for him. Give him something to shoot that has a bit more range.
Set him up with a support squad; your A-team will generally be going in to clear out most new locations, but it's useful to keep a secondary squad stationed nearby. This group can stop in at newly captured locations, allowing Carlos to make use of his bargaining skill.
Long-Term Play:
Carlos could definitely use some help as a shooter. Prioritize dexterity over marksmanship; the latter may be lower, but he'll get more bang out of the former because it also influences his reasonably high mechanical and explosives skills. You could also consider putting a few points into strength every now and again, but you're really better off just giving Carlos any quality armor that you purchase using his savings with local merchants.