Infinity/N4 Tactics/Spiral Corps: Difference between revisions
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*'''Chaksa Longarms:''' Ever felt the urge to field a DMG 16 portable autocannon? These guys got your back. The Longamrs get BS Attack (+1Dam) on their overall rather potent weapon choices. The cheapest profile brings E/M grenades which is worth mentioning. The ML profile is quite solid as an ARO pick. Bioimmunity makes them a tad more sturdy. They can form a Fireteam: Haris or Duo. | *'''Chaksa Longarms:''' Ever felt the urge to field a DMG 16 portable autocannon? These guys got your back. The Longamrs get BS Attack (+1Dam) on their overall rather potent weapon choices. The cheapest profile brings E/M grenades which is worth mentioning. The ML profile is quite solid as an ARO pick. Bioimmunity makes them a tad more sturdy. They can form a Fireteam: Haris or Duo. | ||
*''' | *'''Kosuil Assault Pioneers:''' These bring a deactivatior and a bunch of explosives into a Triad. Transmutation like all the MI make them quite resilient, and there's the option between engineers and minelayers. K1 Combi Rifles negate armor which is very scary, Alternatively you can bring a Boarding Shotgun and a Panzerfaust. | ||
*'''Brawlers:''' Brawlers don't bring a single skill, and they aren't exactly built for a specific task. Kinda generic listfiller options on this unit, and one of the LT choices of Spiral Corps. But they can join an Anaconda in a Duo! | |||
*'''Armand 'Le Muet,' Freelance Killer:''' Dude is a relentlessly aggressive trooper that beats down any enemy at any range and even has an extra wound to do. While poor old Armand cannot remember which side he's truly on; he still is an irritating ARO piece because of his -6 Mimetism. He also comes with the option of either a shock minelayer to protect himself, or a MSV1 though the MSV2 Brawler might be the more cost-effective sniper due to how costly Armand is. But that aside, if you're not planning on having a core-linkes sniper for that sweet +3BS Armand is great for an aggressive area-denying troop who does well in both active turn and ARO. | |||
===Heavy Infantry=== | ===Heavy Infantry=== |
Revision as of 11:09, 20 August 2021
An overview for faction units and tactics in N4. WIP
Why Play FACTION?
Text Blurb.
Faction Features
- Features 1:
- Features 2:
- Features 3:
Special Skills
- Skills 1:
- Skills 2:
- Skills 3:
Weapons and Equipment
- Equipment 1:
- Equipment 2:
- Equipment 3:
Units Overview
- Overview 1:
- Overview 2:
- Overview 3:
Remember to keep Unit blurbs below short and succinct. This is 'what they do and why they're good' not 'here's how you use them'. Keep them to a paragraph.
Light Infantry
- Hatail Aelis Keesan: Brings either a K1 or Viral Combi Rifle aswell as a Nanopulser and a Flash Pulse which does great with her WIP14. She's also a hacker with KHD, making her a very good specialist, and Regeneration can get her up again from time to time. For some weird reason only the named Kamael made it into Spiral Corps.
- Chaksa Auxiliars: Are basically doing what S3 remotes do in other factions, but they're S2 which makes them easier to hide. The cheapest version comes with baggage, sensor and a heavy flamethrower, but they also can have a HMG with 360 visor and Neurocinetics, or a guided missile launcher which pairs very well with all the attractive FO options in Tohaa.
- Chaksa Servants: These are basically the peripheral of other factions.
- Kaauri Sentinels: Non-linkable S1 troops with Biometric Visor, Discover (+3), Sixth Sense and MSV1. They also bring E/M mines and have Pheroware: Mirrorball on one of their profiles, which is basically Eclipse Smoke. Shock Immunity is cool to have on such cheap grunts, and they do a very good job at protecting your backfield.
- Kaeltar Specialists: Come with either a SymbioBomb or 2x SymbioMates, and can have Chain of Command, making them a great defensive tool and enable picking a more offensive lieutenant. They also got Triad.
- Kerail Preceptors: These are not linkable, but get Transmutation (W) and Superjump. Their main schtick are the symbiobeasts, which are peripherals which come with a Pulzar and a Viral CC Weapon (Surda Symbiobeast) and an optional Contender (+1B) (Mutan Symbiobeast). You can take up to two of the Surda or one Mutan, but since they also dodge on an 18 and are fast as hell the double Surda is way more attractive in most cases. The beasts are also Dogged to be extra dangerous, just make sure their handler doesn't get killed or out of range, and you're set to unleash carnage onto the tabletop!
- Kriigel Agents:Get Triad with a special option to take two Reex into their link. Kriigel have access to a bunch of the Pheroware Tactics, making them non-specialist quasi-hackers. They also get access to either a grenade launcher or the Phero-Booster, which hits on the BTS and tags the target on top of doing damage.
- Kumotail Bioengeneers: Both the generic doctor and engineer of Tohaa on one profile, this guy comes linkable with a WIP14 as a versatile specialist.
- Rasail Boarding Team: Competent gunfighters with Transmutation, Shock Immunity and Nanoscreen. All profiles get a Chaksa Peripheral with heavy Falmethrower on top of their already neat profiles. There's three LT options, a bunch of Mines, aswell as Spitfires and Viral Combi Rifles available for this one.
- Reex Escorts: S1 grunts with Triad and Shock-Immunity, but their main purpose is being a cheap link-filler. As cheerleaders Chaksa and Kaauri come along cheaper, Their Spitfire and K1 Marksman Rifle options are still worth pointing out.
- Taagma Scheemers: These sneaky units get Holomask and Triad, to pretend you've got something else in your link. They also have counterintelligence. They're cheap and their weapons are okay-ish, making them a good unit for either a bluff or just using counterintelligence.
- Tohaa Diplomatic Delegates: 5pts irregular Flash Pulse units- but they've got Pheroware: Eraser (which can isolate a target) and a Nanopulser for their 2pts extra over a Warcor.
- Wardrivers, Mercenary Hackers: The name describes them pretty well. Both profiles are cheap hackers, although you gotta pay 1 SWC and two more points to let the Wardriver have an actual HD.
- Warcors: 3pts for an irregular Flashpulse ARO. Fit them into your list whenever you got the slot and points, they're well worth it.
- Cube Jäger: Irregular parachutists, both profiles bring Paramedic, which seems to be their whole schtick. With WIP 13 they can do the button pressing quite well though and having a SMG and an e/mitter can be very useful to scare away the opponents units after a button is pushed.
- Helot Militia:
Medium Infantry
- Chaksa Longarms: Ever felt the urge to field a DMG 16 portable autocannon? These guys got your back. The Longamrs get BS Attack (+1Dam) on their overall rather potent weapon choices. The cheapest profile brings E/M grenades which is worth mentioning. The ML profile is quite solid as an ARO pick. Bioimmunity makes them a tad more sturdy. They can form a Fireteam: Haris or Duo.
- Kosuil Assault Pioneers: These bring a deactivatior and a bunch of explosives into a Triad. Transmutation like all the MI make them quite resilient, and there's the option between engineers and minelayers. K1 Combi Rifles negate armor which is very scary, Alternatively you can bring a Boarding Shotgun and a Panzerfaust.
- Brawlers: Brawlers don't bring a single skill, and they aren't exactly built for a specific task. Kinda generic listfiller options on this unit, and one of the LT choices of Spiral Corps. But they can join an Anaconda in a Duo!
- Armand 'Le Muet,' Freelance Killer: Dude is a relentlessly aggressive trooper that beats down any enemy at any range and even has an extra wound to do. While poor old Armand cannot remember which side he's truly on; he still is an irritating ARO piece because of his -6 Mimetism. He also comes with the option of either a shock minelayer to protect himself, or a MSV1 though the MSV2 Brawler might be the more cost-effective sniper due to how costly Armand is. But that aside, if you're not planning on having a core-linkes sniper for that sweet +3BS Armand is great for an aggressive area-denying troop who does well in both active turn and ARO.
Heavy Infantry
- Heavy Infantry 1:
- Heavy Infantry 2:
Tactical Armor Gear
- TAGS:
Remotes
- Remotes:
Warband
- Warbands:
Skirmishers
- Skirmishers:
Building Your Army
One to two short paragraphs on list building.
Tactics
- Shoot Enemy, Don't Die:
- Don't Die:
- Play the Objective: