Infinity/N4 Tactics/USARF

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Revision as of 10:10, 23 August 2021 by 1d4chan>Benutzernamuel (Light Infantry)
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An overview for faction units and tactics in N4. WIP

Why Play USAriadna?

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 short and succinct. This is 'what they do and why they're good' not 'here's how you use them'.

Light Infantry

  • 112 Emergency Service: The Ariadna Doctor unit comes either on motorcycle or on foot. Either way it’s pretty cheap and with the motorized version getting to wherever you need it to be becomes pretty order-efficient.
  • 6th Airborne Rangers Reg.: These are cheap parachutists with a few profiles to pick for a range of uses- including a FO for pressing buttons or tagging a hard to reach target. They also do well in CC, making them great overall for abusing a gap in the opponents defense.
  • Dozers, Field Engineers: The generic Ariadna engineer, just as the 112 it comes quite affordable and with either D-Charges or an Acrylat-Cannon.
  • The Unknown Ranger: USARFs Captain America! This wildcard character is a star among the Ariadna roster, bringing Tactical Awareness and an abundance of skills to a statline making him good at any kind of fight. You get the choice between either an AP Spitfire or the MK12.
  • Wild Bill, Legendary Gunslinger: He's fast at MOV 6-2, got (+1Dam) and shock on his BS, also he's got marksmanship and NWI. Neither the rifle nor the contender have a nice rangeband, but with the MULTI pistol he's got a positive rangeband from 0-12", which overall makes him an unpleasant close-range fighter. He counts as USAriadna Grunt for link-purposes.
  • Van Zant: This guy is infamous for his Parachutist (Dep. Zone) and a good reason to have your defense cover all directions whenever you'd expect him. MA L2 and an AP Rifle plus Heavy Pistol make him highly competent in killing anything from 12"-0", stealth helps sneaking up his prey. NCO comes in handy if he's in your 2nd group for an extra order to spend.

Mercenaries

  • 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.

Medium Infantry

  • Marauders, 5307th Ranger Unit: These are more like the typical MI, linkable in Core, Duo and Haris, plus Forward Deployment for more midfield-control. They have a bunch of weapon profiles for every occasion.
  • Mavericks, 9th Motorized Recon Bat.: These are MSV1 wielding motorcyclists, making for a very fast source of smoke and bullets. There's also a FO for some efficient button pushing.
  • USAriadna Grunts: Arm3, 10pts, basic as basic gets, but with more survivability. These are the "premium" linetroops in Ariadna, and having them not drop dead as easily as other cheerleaders actually is pretty nice. Typical for this kind of unit they get a ton of profiles, are linkable in a Core and have a LT option. Typical for Ariadna they also provide an extra source of Infiltation. One Minuteman can join their link.
    • Grunt Intel "Rosie": A wildcard character, her extra cost pays for Dogged, being a specialist, forward deployment and some sweet weapon options. She's quite the toolbox!

Heavy Infantry

  • Blackjacks, 10th Heavy Rangers Battalion: These are beefy S5 units with two wounds, but a degrading statline which sucks. As their appearence suggests dodging isn't really their thing, but with either a T2 sniper rifle or an AP HMG they're all about shooting rounds anyways. Depending on the loadout they pack a bunch of pretty sweet dakka besides their main gun which is huge. America, fuck yeah!
  • Minutemen: These HI can form a Core, Haris or Duo and one Minuteman can join the Grunts in their link. They are as sturdy as a Grunt, but whith way heftier guns, sideguns, second sideguns, you get the idea.

Tactical Armor Gear

Real cowboys ride their horses (or motorcycles), but they ain't ridin' no damn' TAG thing!

Remotes

  • Traktor Mul: The trusty Ariadna REM needs a Dozer to operate one or two of these things- on the battlefield the Dozer and the Muls operate completely autonomous of each other though. The cheapest version comes at 5 pts with only a Deactivator and a Para CC weapon, and there’s two other loadouts: the Uragan MRL acts as total reaction bot with either impact templates or one point of damage more (both modes fire AP+shock ammo), and then there’s the Katyusha MRL, firing DA shots but without total reaction. Worth pointing out is all versions of the Traktor Mul have BS(guided) making them pair well with a FO (or hacker, but Ariadna doesn’t need those).

Warband

  • Desperadoes: Very cheap motorized units with Smoke Grenade Launchers and sixth sense. There's really not a lot more to them, but at 6 pts for their cheapest loadout you really don't need much else.
  • Devil Dog Teams, 2nd Assault Bat. of the USAMC: These are Werewolves with a Peripheral K9- that's a S5 wolf with a huge knive on top of his huge teeth! Besides that they are pretty much the regular Dog-Warriors.

Skirmishers

  • Foxtrot Rangers: Cheap camo infiltrators, and not much more. Come with an FO and a (terribly overpriced at 2SWC) LT choice.
  • Hardcases, 2nd Irregular Frontiersmen Battalion: Cheap irregular infiltrators with Decoy, which turns up the mindgame a notch. Tactical Bow is situational, but either the Rifle or the light Shotgun can do some work.

Building Your Army

One to two short paragraphs on list building.

Tactics

  • Shoot Enemy, Don't Die:
  • Don't Die:
  • Play the Objective: