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As a henchman he is a Slow moving, but tanky melee fella (Think like Doomhilda). His abilities are:
-a personal buff causing a significant damage reduction for a bit.
-A temporary crab like turret that shoots lightning against nearby enemies.
He is nice if you lack a tank on your team, but his turret is as bulky as the other engineering turrets (4x4) which means you will want roomy corridors wider than 4 blocks to make good use of it. Behavior wise he normally patrols the corridors
His Suit as a loot item: Any agent that gets near it gets a "Unnerved by the proof of Deep six's death" debuff and loses resolve over time. It itself does not generate suspicious (investigators ignore it outside of debuff), but can be stolen. I find it works nicely as a last obstacle by the entrance from the cover operations into the lair if going for a deception focused playstyle (just mind the rogues).
So yeah. If you are a deception player or just want trophies, best to kill for that suit. if you like stuff like the turrets, having a tank alongside your squishier heavy hitters or like his nautical puns: recruit.
Story wise if that matters: Recruit Reveals he used to be a pirate, you frame JAWS and he (fed up with them) decides to just cash-in by joining you, Kill You steal and then sabotage his new suit, he puts on and somehow survives it, final showdown with some remorse from minions cause they did like him
Correct, they are DLC so they are NOT required for achievements