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1 Luck
4 Awareness
4 Str
4Speed
8 int
1 cha
This is what 3/4 characters used in my game. It is great because is gives you enough flexability to specialize in anything(not malee) in the game. You earn enough skill point per level to adapt to the needs of the current game. My characters get enough skill points that they can specialize in anything in a timely manner.
For that reason I would say this guild is perfect for a first time play through for 90% of people.
1 Luck
4 Awareness
4 Str
6Speed
4 int
1 cha
gets you the 10 AP, 12 CI, is a more moderate expenditure of the int instead of watsing 4 attributes to get one more point.
One character (the least combat focused, your lock breaker/hacker/doc should go 8 int) and your diplomat should go 6 int and take the next two attirbute points to get the extra skill.
It allows you to have two combat focuses (sniper/assault, as 8/1/4/4/6/4/1)
your lock/science/doc as 6/1/4/4/4/8/1
leadership can't surpass your cha and 6 leadership stops all AI rebellions have your diplomay focus all talking skills with 4/1/3/4/4/6/6
This allows a fairly even stat spread, you don't need luck, the hobo from the train yardhas 8 luck and shotguns *hobo with a shotgun reference*
I'd toss 4 into alarm for the darwin backdoor option if you don't want to kill all the mutants, and 1 into repair for your robot companions and some basic repair skill checks.
Doc should get Energy weapons and diplomat smg or shotgun
8 Coordination
1 Luck
5 Awareness
1 Strength
4 Speed
8 int
1 Cha
I can not upvote because that stat choice is way way too extreme and limiting.
The guide here
http://guides.gamepressure.com/wasteland2/guide.asp?ID=26286
has a much better break down of stats. your skill selection though is right on.
Did you finish the game and what difficulty did you play?