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Earlygame nail thrower
Early game 90mm Nails throw build that can do most missions on normal/hard by pumping range and damage such that thrown nails become a better marksman rifle.
5 base throwing range, +3 from Legend Tomahawk, +1 from Manipulator, +2 from Ninja = 10 thrown range, anywhere in vision.
Elite Knife and Claw are both good weapons to default to in melee and to throw in panic situations against high dodge enemies like spiders and drones.
Something to note is that you may need to bring zoning tools to defense missions against 4ap melee like spiders, like a Vermin Killer.
While it is possible to also throw 160mm Discs, it is risky.
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Kenzie and Isabella Capet both work well. Izzie can deal more damage when endangered with Beneficial Mutation, and you do begin the game with her. Kenzie comes with Ninja.
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+2 range is what we're here for.
Perks · showing Basic rank
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Great boost to survivability before you can genome edit. Helps trigger Second Wind.
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Does not activate from nails, meaning if you go into melee, try to have 2AP to use this on your second attack. If you choose to modify the class further be aware that Knife weapons have the only overlap with Carnage. Blade-23 unfortunately is a Blade.
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Provides +3 range at Legend, which is essential. Gains XP quickly.
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Seriously consider spending Ledgers to raise this to at least Master, as going from 20% trigger threshold to 40% is transformative.
Falling to 20% health usually means you are in an unrecoverable death scenario.
You can frequently fall to 40% or 50% health and still regain control of the situation.
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The idea here is to jack up the wound damage from a thrown nail such that all common enemies die from a single nail, taking 10 damage from each of their physical wounds as they attempt to close the very large gap you can put between the two of you.
The Armor Piercing property of nails allows them to wound even very tough enemies like Duggur Quasis.
The perk is taken from Angels of Spades.
Cobra Throw strikes me as the best perk to replace; thrown nails are silent except where they strike in a 2 tile radius making them stealthy already, and the cooldown on the effect is so long as to make it not reliable.
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This damage boost coupled with high critical chance from Tomahawk allows you to hit hard enough with nails to amputate against common enemies.
Can also boost your low accuracy with firearms situationally if you brought one as a backup or to help kill a Baron, the Squall ANCM for example.
Pact
Any Pact
No specific pact synergy for this build -- reforge or use whatever is available.
Too early to have pacts. Going to the Moon and killing Nobilis once for his Fokerma’s Cold Grip may be worthwhile to help control high priority targets.