N5 Tohaa revamp suggestions/ideas

Discussion in 'Tohaa' started by Tool81, Apr 19, 2025.

  1. Tool81

    Tool81 Well-Known Member

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    If you had to re-design, revamp, or re-imagine the Tohaa army for N5, what would you do? What ideas, suggestions, new units, or fireteam compositions and weapon profiles would you implement?

    I know CB doesn't like the Tohaa and will never read or listen to us here, but let’s at least dream and discuss our beloved artichokes.
     
  2. Abrilete

    Abrilete Well-Known Member

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    I would bring back some of the weird tools that made the faction unique: Swarm Grenades, Symbiobugs, Nullifiers...
    Also, considering the background of the Faction (bioengineers), it would be interesting to have more troops with Metachemistry, or new troops that made use of the Transmutation rule in a different way than "Symbiont Armour alive" -> "Symbiont Armour dead".
     
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  3. xagroth

    xagroth Mournful Echo

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    First, I would go with the Sygmaa sectorial for CA, because that's a popular faction and it's a way to ease the Tohaa in without having to build a base from nothing.
    Secondly, I would try to avoid as much as possible the addition of new mechanics. By adding them as part of the CA, they can be regular hackers, so it's possible to add just a few unique parts that aren't as hard to integrate for both players and designers as a whole faction with its own idiosincrasies.
    Thirdly, I would go freaky-er than Bakunin, we are talking about population that has gone from "keep in line or the EI will eat you, obey us we will keep you safe" to "the EI has come and very few things were imposed, you can live as you may as long as you don't cross these lines here, btw we have this wonderful package for war if you want to enlist and break the horns of those trinomial hypocrites". Troops with Metachemistry modifications without the roll, regeneration, specific inmunities, etc... and a focus on viral and k1 weapons could serve to paint a differenciated faction without straying too hard from mainstream CA. Some "HI" would be 2 wounds, no symbiote, no hackable units because they are not donning the symbiote but fusing with it. Even Protheion is on the table due to Deti Bolotnika.

    Finally, the RPG has several pages with Sygmaa options that could be integrated, at least at the style level, and gives some unit options (biohackers, for example, as a doctor/engineer/hacker troop, just not all at the same time).
     
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  4. Tool81

    Tool81 Well-Known Member

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    I would prefer to keep them as a separate army and not integrate them into CA. Honestly, CA already has a lot going on and doesn’t need more power (and I say this as an Onyx player). I really like the idea of giving them a distinct identity, something like Biohackers or Bioengineers, to set them apart.

    They could easily have EVO(Evolution ) and (Bio)Hacking Device programs with similar bonuses, but targeted specifically at troops with VITA. That way, it wouldn’t require too many new rules. Some balancing drawbacks could be added, like a -3 to rolls, requiring LoF or ZoC, or making them face-to-face against the target’s PH. Certain programs, like Total Control, could be excluded if they seem too overpowered (though Endgame is already very strong and still in the game).

    They could also limit the valid targets for EVO programs. A refresh of the sculpts, the addition of a few new units (like a Biohacker/Bioengineer and a named character), and more fireteam options (even just something like a Kiel-Saan Duo with someone else) would definitely give them a boost and help with sales.

    From a lore perspective, I’d love to see them more involved and impactful. People are really into the “survivor” alien vibe fighting to avoid extinction is a strong narrative hook.
     
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  5. kanluwen

    kanluwen Well-Known Member

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    I'd axe Bakunin and its furry crap entirely from the game and let Tohaa have the "weird biomod" space.
     
  6. Abrilete

    Abrilete Well-Known Member

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    While I'd love to reduce the human armies to make space for the Tohaa, narratively Bakunin is very good as a counterpart to Aleph.
    I mean, you have the two oposing routes for human "evolution": heavily modify your DNA on one hand, upload your consciouseness to the electronic world on the other. Just like the great Hyperion book series (or the old "Total Annihilation" videogame).
     
  7. kanluwen

    kanluwen Well-Known Member

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    The problem is that Bakunin, as a whole, isn't that. The whole "modify your DNA" thing is more Praxis than Bakunin. And even in Bakunin, Praxis' stuff is skirting the line of acceptability.

    Which goes to show that we do not need whole units of furries. :spock-hand:

    Tohaa as the premier biomod faction would be far, far more interesting than constantly seeing what new drek the CB developers will put out to keep pushing Bakunin as the "shocking rebels" faction.
     
  8. Space Ranger

    Space Ranger Well-Known Member

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    I agree with others about not making too many rules that only apply to them. That’s getting into GW territory. One or two is not bad but that’s it.

    Things that exist they could have more of are:

    More Viral and Shock ammo

    Meta Chemistry (Re-roll)

    Biotech versions of Remotes

    Monsters! (Essentially more sybiobeasts. Independent, more sizes, more abilities, etc)
     
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  9. psychoticstorm

    psychoticstorm Aleph's rogue child
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    I am going to introduce you to two novel concepts:
    You can play a faction you like
    You can contribute in a thread meaningfully and on topic.

    Other than that what you say makes no sense, as Bakunin does not interfere with Tohaa design space, and nobody really wants Tohaa to play like Bakunin.
     
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  10. xagroth

    xagroth Mournful Echo

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    To be fair with Kanluwen, it would have made more sense for Bakunin to be more classical Cyberpunk-ish, leaving the biohacking as the clear hat for Tohaa, but I personally don't think a singel sectorial needs to be limited to a single trope.
    For example, ISS's Wu Mings have been reimagined as some discount Adam Smasher lookalikes, and while I have grabbed the old ones (thankully, 3D printing some new weapons for new loadouts is possible) I'm not saying it's a rough and blunt design among the more premium-looking style of other models in the new ISS...

    In any case, Bakunin's biomods are humans turned furries of some sort (be it just ears, ears and tail, or the whole body), that still leaves for Tohaa the more alien options.

    As an aside, my reason to suggest Sygmaa as an in for a n5 Tohaa is not to empower CA (they could provide little to no new units to vanilla, so...) but to provide a more accesible intro (a sectorial of another faction needs less units than a vanilla Tohaa), a better contrast to the existing Tohaa, and a defined style both in design (carnivorous artichokes!) and gameplay (oppressive and crushing)
     
  11. Savnock

    Savnock Nerfherder

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    These are all super-solid suggestions. Especially MetaChemistry IMO.

    The gameplay effects of subtle things like unhackable bio-Remotes (Chaksa etc.) are actually pretty useful. Playing Tohaa into hacking armies is really interesting.

    Maybe an inherent (or just universally-added) Firewall -3 on Symbiont Armor HI could be interesting. It should be harder to hack meat-armor. Slight increase in cost to offset that would still eave them playable.

    I'd add that Tohaa already uses Peripherals well. I'd like to see a Servant peripheral that's actually decent in combat (either CC or shooting) as well as being a Servant. Make healing/fixing things really cost almost-no-orders for Tohaa.

    And finally it would be interesting to see more subtle uses of Pheroware, something similar to how EVO programs work in other factions.
     
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  12. Space Ranger

    Space Ranger Well-Known Member

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    They could have their own Metachemistry chart too. The only difference is maybe some of the things they get from the chart.
     
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  13. kanluwen

    kanluwen Well-Known Member

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    I mean, Bakunin's already got three.
    SpaceCops(Moderator Corps), Nuns with Guns(Observance), and Furries.
    It's not even Bakunin's biomods that are "humans turned furries". They just chose to throw in the Pupniks. We've seen a better concept of the whole biomod side of things now with Tunguska's Switcher Gruppe.

    In Ye Olden Times, if they'd done Reinforcements? Things like Pupniks would have been perfect for a one-off unit.
    Counterpoint:
    Vanilla Tohaa didn't "need" a whole lot. They just needed actual, genuine support instead of the labradoodles that design things here.
     
  14. kanluwen

    kanluwen Well-Known Member

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    Is it really though? It's basically just Old School Ariadna by another name.

    Counterpoint:
    This is where one of the big downfalls of the faction is. The more unique and interesting they make them, the harder development becomes later on and the less likely they are to really do anything with it.
     
  15. Space Ranger

    Space Ranger Well-Known Member

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    I agree. Part of the Tohaa problem is/was that they are too different from other armies. It's a LOT closer now with each faction having more fireteams.

    I think they should make it that Triad teams Not have Duos. Make a few other separate Duos like the Chaksa and Reex. 3 is very important to the Tohaa and they should alway start at three.
     
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  16. kanluwen

    kanluwen Well-Known Member

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    It was never just the Fireteams bit. They had the same problem that some of GW's armies did, where for whatever blinkered reason the designers refused to let the faction have the capability to play in all aspects of the game while not giving you the tools to shut out those aspects for the opposing player.
     
  17. psychoticstorm

    psychoticstorm Aleph's rogue child
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  18. theomc

    theomc Well-Known Member

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