Freeman: Guerrilla Warfare

Freeman: Guerrilla Warfare

161 ratings
Character creation
By Slavyan
The influence of the character’s background on your initial characteristics, equipment and party. For game version 1.12.
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Small note
Russian translation of this guide is here | Версия этого руководства на русском языке.

English is not my native language, so if you find any grammatical (or factual, of course) mistakes, please leave a comment about this.

Character stats calculator[docs.google.com]
(you can use it right there, but I would recommend to save a copy of the table and use that copy - otherwise there will be problems when several people start changing values at the same time ;) )
First choice (Why did you come to this continent)
Choice
Attributes
Skills
Weapon skills
Wounded recruit
Marksmanship +5
Constitution +2
Agility +1
Instructor +1
Marching speed +1
First Aid +1
Steal +1
Armor +30
SMG +10
Rifle +10
Assault Rifle +10
Throwing +50
Retired army officer
Marksmanship +2
Agility +1
Leadership +4
Intelligence +1
Commands +1
Prisoners Mgmt +1
Instructor +2
Armor +10
Pistol +30
Rifle +10
Throwing +20
Bandit
Marksmanship +3
Constitution +4
Agility +1
Looting +2
Steal +2
Armor +20
SMG +20
Shotgun +10
Rifle +10
Throwing +30
Doctor
Marksmanship +1
Constitution +1
Agility +1
Intelligence +4
Medical +2
First Aid +2
Armor +6
Unsuccessful businessman
Marksmanship +1
Agility +1
Leadership +1
Intelligence +5
Inventory +1
Marching speed +1
Trading +1
Armor +7
From rich and powerful family
Marksmanship +1
Constitution +2
Agility +3
Leadership +1
Intelligence +2
Marching speed +1
Looting +1
Trading +1
Diplomacy +1
Armor +7
Determined to lead the people
Marksmanship +3
Constitution +2
Agility +1
Leadership +1
Intelligence +1
Commands +1
Prisoners Mgmt +1
Inventory +1
Marching speed +1
Diplomacy +1
Armor +20
Pistol +20
Rifle +20
Throwing +30
Refugee
Marksmanship +1
Constitution +2
Agility +3
Intelligence +2
Marching speed +2
Looting +1
Trading +1
Armor +7
Father left me a castle
Marksmanship +3
Constitution +2
Agility +2
Leadership +2
Intelligence +3
Commands +1
Prisoners Mgmt +1
Inventory +1
Marching speed +1
Looting +1
Trading +1
Armor +15
All Weapon skills +5
Second choice (Experience that you had before)
Choice
Attributes
Skills
Weapon skills
Middle school gym teacher
Constitution +1
Agility +1
Instructor +1

Trained security guards
Marksmanship +1
Prisoners Mgmt +1

Delivery man who is good at running
Agility +1
Inventory +1
Marching speed +1

Thief who never lose their hands
Agility +1
Looting +1
Steal +1

Enthusiastic intern nurse
Intelligence +1
Medical +1
First Aid +1

Vice president of the student union
Leadership +1
Intelligence +1
Diplomacy +1

Diligent shooting athlete
Marksmanship +2
Constitution +1
Instructor +1

Third choice (Your hobbies)
Choice
Attributes
Skills
Weapon skills
The wild hunting
Marksmanship +1
Constitution +1

Shotgun +20
Rifle +10
Weight training in a gym
Constitution +1

Armor +10
Climbing, hiking and camping
Agility +1
Inventory +1
Marching speed +1

Socialize and make friends
Leadership +1
Diplomacy +1

Reading books
Intelligence +2


Range shooting
Marksmanship +1

Pistol +5
SMG +5
Rifle +5
Assault Rifle +5
Fourth choice (The most important factor in winning a war)
Choice
Attributes
Skills
Weapon skills
Excellent combat skills
Marksmanship +1
Constitution +1
Agility +1

Armor +10
All Weapon skills +5
Perfect teamwork
Leadership +1
Commands +1
Instructor +1

Reliable logistics
Intelligence +1
Inventory +1
Marching speed +1
Medical +1

Careful tactics
Intelligence +2


Strong economic support
Intelligence +1
Looting +1
Trading +1

Fifth choice (You spotted a group of enemies)
Choice
Attributes
Skills
Weapon skills
Shoot directly and neutralize with superior fire power
Marksmanship +1

Assault Rifle +20
Machine Gun +20
Shoot actively from a far distance
Marksmanship +2

Rifle +30
Charge and engage enemies in close quarter combat


SMG +20
Throwing +10
Use guerrilla tactics. Engage and run
Agility +2


Call for reinforcement and try to encircle the enemy
Leadership +2


Lay an ambush on the path of the enemy
Intelligence +2


Sixth choice (The war is spreading to your village)
Choice
Attributes
Skills
Weapon skills
Buy some firearms with all assets
Marksmanship +1


Sell everything and stock up lots of food and medicine

Inventory +1
Trading +1

Plunder nearby villages in chaos

Looting +1
Steal +1

Gather militias and put up a fight
Leadership +1
Commands +1

Lead all the villagers to escape

Marching speed +2

Train the villagers to defend
Leadership +1
Instructor +1

Try to persuade the enemy

Diplomacy +1

Equipment and troops
It seems that only the first choice determines your troops and equipment. Your soldiers' equipment may vary slightly in different games, but your equipment will not change. If I'm wrong, please leave a comment below.

1. Wounded recruit



2. Retired army officer



3. Bandit



4. Doctor



5. Unsuccessful businessman



6. From rich and powerful family



7. Determined to lead the people




8. Refugee



9. Father left me a castle






Conclusion
In conclusion I would like to note some features of character leveling:
- at the start of the game you will receive 2 assignable attribute points, 2 assignable skill points and 30 assignable weapon points.
- when improving the “Marksmanship” and “Intellect” attributes, you get +10 weapon points and +1 skill point, respectively. BUT! If you increased these characteristics when creating a character, you won’t get extra points! (in version 1.1)
- the maximum level of skill is limited not only by 5 units, but also by the level of the attribute associated with it. For example, the level of the “Commands” skill cannot be higher than [Leadership⠀level⠀/⠀3].

26 Comments
ppnhzk 22 Jan, 2020 @ 12:50pm 
For me it seems that many of the marksmanship and intelligence choices give you points for certain skills and weapons, so if your build aligns well with those they are great options.
I pretty much went with a full on inventory + marching speed combo with + 30 rifle points. This way I already start with 4/5 and 5/5 respectively and it is unlikely that I will raise con to more than 5 for a sharpshooter.
Slavyan  [author] 12 Nov, 2019 @ 12:31pm 
Grim_Reaper, only a message about relationships change disappears. If you open the "Info" tab, you will see that relations with other factions are negative. However, they will remain neutral, but I think that it is nevertheless necessary to take this into account.
Grim_Reaper 12 Nov, 2019 @ 12:15pm 
@slavyan the relationships are not bad when you start with a city.
its just for a sec and disapears when you move.
you can increase your standing by helping them. exeopt the terrorists they always hate you unless you become a bandit
Slavyan  [author] 11 Nov, 2019 @ 7:10pm 
henk, this is the most profitable choice in terms of characteristics (12 attributes and 6 skills, while other choices in the first step give you 8-9 attributes and 4-5 skills).
Of course, city give you some benefits like additional income, but at the same time you will have bad relationships with other fractions from the start of the game, so you will need to fast create powerfaul garrison for your city.
It's maybe hard for novice, but I'm not sure (I haven’t played so much in middle game and almost not tried this scenario yet).

So, you may just try it. Don't be afraid of experiments. As Dwarf Fortress players say, "Losing is fun!" ;)
Grim_Reaper 11 Nov, 2019 @ 10:35am 
if you need any other tips just add me and ill help
Grim_Reaper 11 Nov, 2019 @ 10:33am 
@henk it depence on how you want to play.

2 7 1 2 2 6 is good if your new and not good at shooters.
it focus on army play and training them as fast as posible.

7 3 1 1 2 5 is what i use. it gives you good Marksmanship and movement/inventory speed.
it gives you the option to trade or go on and hunt down enemys or run away from them.

9 7 3 3 2 5 is new and fun you start with a city and some soldairs. you start trading but your stong enough to start hunting.

henk 11 Nov, 2019 @ 10:11am 
One more question. What benefits does the castle bring at the start, or is it more a hurdle at the start?

Going to start a game with your build now though, just curious.
henk 11 Nov, 2019 @ 10:06am 
Thankyou for your expansive response. And for the guide overal :)!
Slavyan  [author] 11 Nov, 2019 @ 7:23am 
henk, you may try build 2-7-1-2-2-6. It allows you to get 5 points in the "Instructor" skill at start of the game. This skill increases XP gain in battles. Than you may put some points to Marksmanship (this one allows you to use more powerful weapon) or Intelligence (+ overall XP gain).

I don't think that choosing a high Intelligence/Marksmanship starting build is a good idea, because you won't get extra points from them (each point of Marksmanship or Intelligence give you +10 weapon points or +1 skill point, respectively)
henk 11 Nov, 2019 @ 7:09am 
What is one of the strongest beginner builds?

I read to invest in Leadership and Intelligence?