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===Heavy Infantry=== *'''Karakuri Special Project:''' Karakuri are one of the best specialist troopers in JSA. These bots are well known for being able to storm and capture the objective. They are HI with STR value and G:Remote Presence making them hard to permanently remove, and with V:Dogged they will fight to the death (they no longer explode when rendered unconscious). Total Immunity also make them super hard to deal with; they've received a slight price bump since the TI update, but can now substitute their ARM3 for their BTS6 to defend against attacks and are immune to non-lethal ARM/BTS attacks like flash pulses (although are still vulnerable to adhesive weapons). They are all armed to the teeth as well. There are 3 main options, but every option comes with Chain Rifle and D.E.P. They are all also Forward Observers at WIP13, so even if you decide to take a short ranged gun like a Heavy Shotgun, she can still Flash Pulse at a decent value. They are pretty pricey however. **'''Haris:''' There is a Combi Rifle option with the Fireteam: Haris skill opening up the option for 3 of these Japanese hooker bots to be extra mobile. This team is expensive, but great for storming domination zones, objective rooms, and capping objectives. ***'''Special Haris:'''The Domaru with Fireteam: Haris can form a link with two Karakuris, bringing E/M grenades and significant CC power to the team, although be careful when moving him as he is now very much the weak link in the team due to the changes to Total Immunity making the Karakuri much hardier in comparison. *'''Domaru Butai:''' Domaru are one of the more iconic units in JSA. For 2-wound HI they are super cheap. However, for HI they have a rather low BS12 (although only a few profiles will actually make use of it). Even still these guys are fantastic door kickers. MA3 gives them V:Courage and Stealth. The N3 update also upgraded their Kinematica to level 2 (providing them with 4" dodges and engage range in ARO) and gave them dual wield so now they cause Shock damage in close combat in addition to their standard E/M or DA weapon (useful against enemies with Dogged or No Wound Incapacitation). Berserk adds even greater odds of critting in CC: CC23 + 3 for MA3 + 6 for Berserk = a whopping 32 in close combat. The options like the Chain Rifle Domaru already carry a short ranged payload, so CC is a valid option for them. All of their options except for the Spitfire carry E/M grenades as well, and with PH14 they're throwing them quite reliably even with Speculative Fire. The LT option is also noteworthy for the low cost. He can freely spend his LT Order without the fear of Loss of Lieutenant thanks to the Kempeitai Chain of Command. Domaru has Frenzy and will go Impetuous in the next turn if they wound something, providing they are not part of a linkteam. The biggest downside to the Domaru is that JSA has little access to Smoke Grenades making it more difficult to bring their swords in closer. For Specialists the Domaru has a single Forward Observer option. **'''Domaru Takeshi 'Neko' Oyama:''' Neko is the Domaru character, costing only 2pts more than the cheapest Domaru profile. The main difference with him is that he's even more CC focused. He's got the standard Frenzy, Chain Rifle, E/M Grenades, MA3, and Berserk, but with CC24 and Dual Wield. In CC, he'll hit with PH14 AP+EXP (functionally equivalent to a D-Charge against structures). If he touches something in CC, it's dead. Also carries a Breaker Pistol instead of a normal one. Neko can also be a solid LT choice with WIP14 and can make good use of the Lieutenant Order, given his HI toughness and JSA's cheap access to Chain of Command. His BTS6 makes him more resistant to E/M and Hacking attacks that are usually the bane of HIs and being a character also gives him the Veteran characteristic in the current ITS season (making him eligible for certain Classified Objectives as well as giving him a free adhesive launcher in the Hunting Party mission). **'''Core:''' For a HI Core link, Domaru are rather inexpensive. In this team the Spitfire becomes far more relevant benefiting from fireteam bonuses. E/M Grenades and Speculative Fire gets far more potent as well. And in CC, the link leader gains +1 to PH and Burst for each fireteam member also engaged. Neko can also join the team. They only lack a real long ranged threat... ***'''Special Core:''' 2 Domaru and up to 3 Tankos can form a fireteam. Tankos can add much needed long ranged fire support while the Domaru takes on the close/mid range threats. **'''Duo:''' A pair of Domaru can form a Duo team. This team has a much smaller footprint, but can still be pretty dangerous. A Spitfire can lend mid range fire support or a pair of CC Samurais (like Domaru+Neko) can just go HAM down a flank. *'''<strike>Haramaki Zensenbutai:''' The Haramaki are often compared with the Magister Knights of PanO's Military Order. They are a cheap and Extremely Impetuous HI. Also they don't have any high burst weapons. MA3 gives them Stealth and V:Courage. Unfortunately they also have no specialist options. So what's the point?.... **'''Core:''' They do not have the Fireteam:Core skill; However, up to 4 Haramaki can join a Domaru fireteam (1 Domaru/Neko + up to 4 Haramaki OR 1 Domaru+Neko + up to 3 Haramaki). Domaru are the only way to link Haramaki which opens up some interesting ideas. Haramaki have better BS and can provide long ranged Blitzen or Missile Launcher support, while the Domaru get up close and personal. Contenders become deadly short ranged ARO weapons. Also the basic Haramaki is 3pts cheaper than the basic Domaru, so they are better fillers. In the fireteam, the Extremely Impetuous is suppressed. Like the Domaru fireteam, this team will also be used for pure aggression and/or area domination.</strike> *'''Shikami:''' The Shikami is a beastly combination of Domaru and Ninja. Same exact stats as a Domaru, but they're equipped with ODD. They're highly mobile with both Super-Jump and Climbing Plus. Dual Wield using AP and DA CCWs, and MA3 provides both V:Courage and Stealth (which he can use while climbing and jumping due to treating them as short movement skills). Also they're Specialist Operatives with DA+AP close combat weapons (due to Dual Wield) so can both push buttons and attack structures in objective games. These guys are very potent threats for both in combat and ITS objective missions. The weapon selection is thin with either Contender and Nimbus Grenades (a VERY situational weapon, but if used in tandem with cover and the Shikami's natural ODD the -12 penalty to enemy BS can automatically negate enemy shooting in certain situations), or Combi Rifle (giving a nasty suppressive fire option coupled with the Shikmai's ODD and ability to maneouver himself into annoying/unexpected firing positions). The Contender option has an Assault Pistol; though short ranged, the mobility and ODD can easily get the Shikami in close to maximise its effectiveness. They are on the higher end on costs, but with such a nice combination of equipment and skills. As a HI they are vulnerable to hackers or E/M attacks, so it is best to either be mindful of these threats or give him appropriate support (Fairy Dust supportware, an accompanying killer hacker, etc.). **'''Duo:''' Both options come with the Fireteam: Duo skill, so you can have a pair of these guys running up walls and jumping on rooftops. **Shikami count as "Elite Troops" for the purposes of some of the new Classified Objectives and missions (e.g. gaining an Adhesive Launcher in Hunting Party). *'''Tanko Zensenbutai:''' With the Haramaki wiped out, the Tankos take their place. Unlike the change from Asuka to Kuroshi, the Tankos actually have different options, though, their roles are still the same - offering long range support within a fireteam. Tankos outside of a team are Impetuous; knowing when to keep Tankos in a link and when to let them go crazy and charge at the nearest enemy being a key skill to learn. They have 4 different weapon options, 2 with Blitzens and 1 with a Flammenspeer for those 2 Use long range fire fights. The last is a Tanko with Missile Launcher. All of them have Monofilament CCW, CC22, and MA2. There is no specialist option. **'''Special Core:''' The Impetuous can be a liability, but in a team of Domaru it's no longer an issue. Domaru and Tankos are some of the cheapest HI in the game, and in a single fireteam they can be very difficult to oppose. Tankos will add long range weapons in the Domaru team. **'''Special Haris:''' 2 Tankos can join Miyamoto Mushashi's Haris profile. Miyamoto is incredibly short ranged (although his WIP15 flash pulse can be surprisingly effective), and Tankos add a durable long range support to the team. With Fireteam CC Bonuses, this small Haris can be very scary in close combat. Useful if you've already taken a different core team, but want to give a pair of missile tankos +1B and stop them from being impetuous (so you can benefit from partial cover). *'''Daiyokai Dengekitai:''' The Daiyokai is a large S5 HI. While only AVA1 and only 2 options, it is a very deadly attack piece. This trooper has all range bands covered! Both options have a Panzerfaust for long ranged AROs. The primary weapons for either profile are mid range guns the Red Fury or MULTI Marksman Rifle. MULTI Marksman Rifle provides different ammo types and the Red Fury focuses on high burst anti-infantry/warband. Naturally those guns are DAM13, but the Daiyokai brings it to 14 (15 for PAnzerfaust!) with Fatality L1 in the base profile. Up close, the Daiyokai wields AP CCW and DA CCW with Dual Wield, CC20, and MA2 (Martial Arts also provides V:Courage and Stealth). This unit is also very durable with ARM5, 2 Wounds, and V:NWI. The Daiyokai now has the NCO rule, so can spend the Lieutenant Order as a regular order, including in fireteams if he is nominated as the team leader. **'''Special Haris:''' A Daiyokai can Duo up or join a Domaru Haris. Duo is nice if you need the extra movement efficiency especially for a large imposing bodyguard for a Domaru FO. In a Haris, the Daiyokai will certainly be the point man; The +1 burst bonus will make either primary weapon extra deadly. **Daiyokai count as "Headquarters Troops" for the purposes of some of the new Classified Objectives and missions (e.g. gaining an Adhesive Launcher in Hunting Party).
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