STARTING GEAR
| GEAR | IMAGE |
|---|---|
|
Shirt
|
|
|
Blue Trousers
|
|
|
Buck Gaylor Wall Mars
|
|
ATTRIBUTES
| ATTRIBUTE | LEVEL |
|---|---|
| AGILITY | 74 |
| DEXTERITY |
85
|
| STRENGTH |
75
|
| INTELLEGENCE |
71
|
| PERCEPTION |
78
|
SKILLS
| SKILL | LEVEL |
|---|---|
| MEDICAL |
31
|
| EXPLOSIVES |
37
|
| MECHANICAL |
42
|
| MARKSMANSHIP |
65
|
| STEALTH |
60
|
TRAITS
Scavenger: Luckier person who often spots a nickel on the road.
Gunslinger: Lower penalty when shooting weapons from the hip in running stance
Strengths/Weaknesses
Shank is a good man to have in any squad because, thanks to that scavenger perk, he's more likely to find quality items on downed enemies. He's also good to have around in a fight and for setting up ambushes, between his above-average dexterity/marksmanship and stealth ratings.
If there's any downside to picking up Shank, it's that he's fresh from prison and, as a result, he's not really equipped with much of anything. You'll need to supply him with a weapon and some protective gear if you're going to be bringing him into combat situations.
Tactics
Shank is your man for storming and taking a building. Give him a shotgun or a submachine gun. They're ideal for fighting indoors, and he'll see the biggest benefit from his gunslinger trait for using them because they already take such a small accuracy hit when being hip-fired.
His stealth rating can also serve a good purpose if you sneak him around to ambush an enemy at close range. You should also take advantage of Shank's average mechanical rating. It's not as high as it could be to start with, but it's high enough that he can use the locksmith kit. He's fairly effective at that, thanks to his high dexterity.
Long-Term Play
Focus on boosting dexterity and mechanical with Shank, while also occasionally showing some love to marksmanship and stealth.
You likely won't be picking him up very early in the game, so developing Shank is really more a matter of playing to his already considerable strengths.