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==Unit Overview== ===Light Infantry=== *'''112, Emergency Services:''' The generic Ariadna Doctors. He's SUPER fragile with only ARM and BTS 0, and armed with only a Light Shotgun. Unfortunately, the 112 is the ONLY Doctor in the sectorial, but he's also cheaper than other generic doctors. *'''Dozer, Field Engineers:''' The generic Ariadna Engineers and the only Engineer option in USARF. The two unique options are the Traktor Mul Control Device -which opens Traktor Muls- and the Akrylat Kanone -a very useful and rare weapon. *'''6th Airborne Rangers REG.:''' The 6th Airborne is a AD:Parachutist trooper, who specializes in melee over shooting, unlike many other AD troops. Martial Arts L2 and CC22 isn't a huge deal compared to more CC dedicated troopers, however, it works well against basic troopers as well as providing the ever useful Stealth and V:Courage skill. The 6th Airborne can bring a heavier weapon, Molotok, and they have a single specialist, Forward Observer at WIP13. Parachutist requires a bit of practice to use. The combination of Martial Arts and their Knife means that an Airborne Ranger can stealthily move into combat with an enemy model and attack it with a PH14 shock melee attack, only allowing the enemy model to ARO or use Warning if they survive. **'''Roger Van Zant, Captain of 6th Airborne Rangers "Oklahoma":''' Roger Van Zant is the heroic Airborne character. Expensive trooper, but he has the rare Tactical Jump skill allowing him to deploy on any table edge including the opponent's deployment zone edge. Like the generic Airborne, RVZ also has Martial Arts L2(Stealth and V:Courage) and CC22 for this badass AP CCW axe. He's armed with an AP Rifle and Heavy Pistol; Though short ranged, his unique deployment options easily brings his guns to bear. RVZ has 2 options, a regular version and a second profile with Executive Order. Skip Executive Order (see below for why). V:Dogged keeps him fighting to the bitter end, and BS13 means he's a very skilled gunfighter. Roger Van Zant is a scary motherfucker and the reason players deploy with some of their troopers facing their own deployment edges against the USA. Managing to remove one of these back-watchers can open up for amazing sweeps of back-line cheerleaders by RVZ. ***A note on Executive Order: Executive Order has been dead in the water since early ITS10 - Roger Van Zant (Executive Order) cannot spend a lieutenant order that he did not generate himself. This means that he cannot use the Lieutenant Order in the turn you landed him - nor can you have your former lieutenant use it. This might serve a use as having an off-board COC model that's less of a joke than UKR, so you can have your LT push aggressively, die, and then put RVZ on the board before the end of the turn... but does this really sound like it's worth 40pts? *'''The Unknown Ranger:''' The Unknown Ranger is expensive as hell for a single wound figure. However, his profile is incredibly tough. Only a single wound but with V:NWI, Mimetism, Natural Born Warrior (NBW also gives V:Courage and Stealth!), and Scavenger. He may be ARM4, but he still maintains a 4-4MOV. The Unknown Ranger has high CC22, BS13, and PH13 as well. He's not bad in CC either; NBW mode A cancels all CC Skills of the enemy, and Mode B give the Unknown Ranger a +3 attack MOD and +1 Damage...Also he wields a deadly T2 CCW. Keep him in cover to benefit from ARM7 after modifers use Smoke from other units to get him where he needs to be. His biggest weakness is the lack of Shock Immunity and NO BTS, so keep AWAY from Shock and Viral. Both of his options are solid. His two options are: **'''Chain of Command with Rifle:''' Though very short ranged, the sectorial army has plenty of Smoke Grenades to safely get him across the field, and he could potentially get a better weapon with Scavenger. Chain of Command combos well with any of your aggressive LT. Remember: Chain of Command is a Specialist type for ITS objectives. **'''Specialist Operative with Molotok:''' The Unknown Ranger is armed with a mid ranged weapon with higher burst. Use Smoke coverage to bring his guns into good range. *'''Wardrivers, Mecenary Hackers:''' Nothing to write home about. They're basically like 112 or Dozers, but for hacking. They are the only Hackers in USARF. Armed with only a Boarding Shotgun, SSL1, and either Defensive Hacking Device or a normal one. With no further hacking support and very little hackable units, they will be limited to specialist roles or supportware buffs for Traktor Muls. *'''Warcor:''' Cheap and Irregular 3pt WIP13 Flash Pulse dude. Take them if you got a few points left over. Don't underestimate how useful they are as an ARO piece. ===Medium Infantry=== *'''USAriadna Grunts, Line Rangers Regiment:''' The Grunts are the basic trooper for the USARF. They have Shock Immunity, ARM3, an array of options, and they're super cheap. Individually, they aren't more than order generators and/or rear guard. There are only 2 specialist options: Forward Observer and Paramedic. A VERY noteworthy option is the Inferior Infiltrator with HFT and LSG. This profile can be very dangerous especially against fireteams or crowds...if they can stick their inferior infiltration roll that is. Though very inexpensive, they have quite a drawback - only 4-2MOV (normal for Medium Infantry) and only WIP12. **'''Core:''' In a Core team, the Grunts become a very formidable defensive team. The HMG is great for any active turn shooting, VERY cheap Snipers for AROs, HFT/LSG for close quarter gunfights, and ARM6 in cover! Though there are specialist options, the team is better as a defensive unit that hunkers down and over watch firelanes. It doesn't cost a lot, leaving you plenty of points for more troopers. **'''Grunt Intel Rosalind 'Rosie' Munroe:''' Rosie is the spec-ops character for USARF. While her MOV4-2 is still the same, her BS12 and WIP13 is a very nice improvement over the generic Grunt. For 22pts, she brings a Light Rocket Launcher, Light Shotgun, D-Charges, Forward Deployment L1, Shock Immunity, V:Dogged, Specialist Operative, and counts as a Grunt for Fireteam composition. Grunts have good long ranged weapons; Rosie brings a mid ranged weapon, Light Rocket Launcher, giving the team more aggressive purpose - move forward and take oobjectives. As oppose to sitting back and covering firing lanes. Shock Immunity and V:Dogged is a neat little combo, and Forward Deployment L1 gives her an extra 4" for deployment getting her to good range-band more easily. Also she's the one other unit that brings D-Charges. Her skills and equipment are at odds with the Grunts she would lead. Grunts excel in defensive ARO duties, but Rosie not only wants to move forward, but also deploy further up; So she may just not be worth taking over a solid Grunt Sniper team. Marauders are better at the midfield fight than the Grunts. *'''Mavericks, 9th Motorized Recon Battalion:''' Mavericks are the disciplined biker unit of the USARF. They are Regular and Impetuous - NOT Extremely so they can cancel their Impetuous Order freely. Contrary to all over bikers, Mavericks are slower with 8-4MOV which is hardly a issue because they'll most likely be dropping Smoke Grenades and 8-4MOV is still pretty fast. Mavericks also have ARM3 and MSV1 - also unique to the Mavericks. They have a nice arsenal most notably the SMG and Light Rocket Launcher. They also have a nicely priced Forward Observer specialist with WIP13. *'''5307th Composite Ranger Unit, Marauders:''' The Marauders are aggressive jungle fighters. They have Forward Deployment L1, Stealth, and V:Dogged with ARM3 like many other USARF units. They bring heavy weapons like Heavy Rocket Launchers, Sniper, or Molotoks. Despite being only 4-2MOV, Forward Deployment L1 helps them get into good range and/or deploys their Paramedic closer to Objectives. The Sniper and HRL options both have MSV1, and the Boarding Shotgun options comes with Mines. Also worth mentioning, the Lieutenant option doesn't cost a whole SWC like the Grunts, and with the extra deployment space, a Marauder LT can easily find a secure spot to camp. **'''Core:''' Marauders can form a 5 man fireteam...with that extra 4" of deployment space from Forward Deployment L1. This is a pretty strong combination of skills and no other fireteams have it. A Paramedic can make the team ITS ready and the slowness of the 4-2MOV is greatly mitigated. Also Stealth helps them maneuver around nearby enemies safely. **'''Haris:''' Same deal as a Core Fireteam but in a smaller 3-man footprint. Make a small specialist escort team, a forward deployed defensive unit, or even an aggressive active turn fighters. ===Heavy Infantry=== *'''5th Minutemen "Ohio":''' They are basically upgrade Grunts. They're only 1 Wound troopers, but with Shock Immunity. They have a ton of firepower almost in a literal sense because of all of the Light Flamethrowers. BS13 is also very good especially the AP Rifle with X-Visor. There is only one specialist option, Forward Observer, and, unfortunately, they're only WIP12 -which is also pretty bad for LT options. **'''Core:''' The Minutemen fireteam can be pretty pricey (pricey for single wound HI). However, they have a high damage output. AP HMG for active turn shooting. The AP Rifle with X-Visor can be a decent mid ranged gun. Also dual LFTs go to burst 3 for a massive DTW attack. *'''Blackjacks, 10th Heavy Rangers Battalion:''' Blackjacks are as close to a traditional HI as Ariadna can get. High ARM5 and essentially 2 Wounds thanks to Lo-Tech A. They are really slow 4-2MOV, but they're more like a turret piece. AP HMG for burst and a very deadly T2 Sniper for long ranged damage (which also comes with SMG). Use Chest Mines when things get too personal. ===REM=== *'''Traktor Mul, Artillery and Support Regiment:''' Firstly, Traktor Muls require a Dozer with controller, so consider that into list building. Traktor Muls are pretty short ranged, but they're mainly for guided strikes and baggage. Even with the Dozer costs, Traktor Muls are not very expensive. ===Skirmishers=== *'''7th Foxtrot Rangers "Newport":''' A very basic Camo Infiltrator. No bells and whistles, but very nicely priced. The most common profile will be the Forward Observer specialist. All but the LGL profile comes with Antipersonnel Mines as well. Bostria said to abuse them...This is true. take as many as you can fit into the list. Because you're not paying for any extra junk or skills, Foxtrots are a very affordable and solid unit. *'''Hardcases, 2nd Irregular Frontiersmen Battalion:''' Hardcases are for camo spam shenanigans. Irregular, ambush camo infiltrator with a tactical bow and your choice of either a light shotgun or a rifle. PH 13 makes the bow, a DA weapon, basically a close-range contender; combined with ambush camo, surprise shot and silent, you can really fuck with your opponent. Combine with a couple Foxtrots above with antipersonnel mines and you will understand why the USARF are the camo shellgame MASTERS! ===Warband=== *'''Devil Dog Teams, 2nd Assault Battalion of the USARF Marine Corps:''' Devil Dogs are a highly aggressive unit. Highest ARM value of all of the Ariadna Warbands. The Devil Dog himself comes synchronized with a K-9 Antipode. S6 and S5 gives this team a large footprint, but the DD comes with Smoke Grenades to cover their advance. The K-9 has the Sensor skill which is very interesting. Though the DD only has BS10, Chain Rifle doesn't need to roll BS, and/or the Heavy Shotgun gives a +6 in close range. Use Devil Dog teams if you need a hard hitting striker. *'''Desperadoes:''' Desperadoes are essentially USARF version of Haqqislam's Kum Bikers. However, they're slightly slower at 8-4MOV -which as stated above with Mavericks isn't really a bother-, SSL2, and V:Courage. Smoke LGL and Smoke Grenades to cover the army. There is a very interesting profile with dual Assault Pistols for high burst close ranged drive-by shooting. Use them the same way as Kum Bikers: Smoke Coverage and Alpha Striking.
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