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O-12 Rundown: To Protect and Serve

Discussion in 'O-12' started by Keyrott, Feb 26, 2020.

  1. Keyrott

    Keyrott Nomad Handyman

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    An O-12 Rundown: To Protect and Serve

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    Greetings, cadets. O-12 has entered the realm of playable factions, and I was immediately smitten with their designs and loved their profiles and playstyle. They pull strengths and advantages from every corner of the human sphere, and it shows in their diverse and well-rounded list of units. Definitely a work in progress and I'm going to be updating this as time goes on and I get more experience, so stay tuned.

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    Faction Strengths:

    1. Very diverse and optimized unit pool: O-12's roster has a plethora of highly optimized and efficient units that can fulfill a single role very well, but many units have multiple loadouts with different use-cases that they can flourish in. This allows for very diverse list-building because you can mix and match to fit mission sets and objectives without feeling like you're paying for something you're not using. Want to abuse Smoke and MSV2? Varangians and Epsilons would love to help with that. Want to bring a powerful TAG? Back it up with WIP 14 Killer Hackers and WIP 14 Engineers.
    2. Strong Ballistics Skill AND Willpower: Ballistics skill and Willpower are some of the most used stats in infinity, so to have as many units with 13+ BS or WIP for their respective roles is incredible. O-12 is able to apply the right deadly force in the right places when necessary, while also being able to follow up with scoring objectives with above-average WIP. This used to be a strong suit of Aleph
    3. Riotstoppers: Riotstoppers, both light (small teardrop template) and heavy (large teardrop template), the Riotstoppers are an O-12 signature weapon that's capable of dousing enemy troopers in copious amounts of Adhesive Ammunition. Adhesive doesn't have an inherent damage applied, it's based on a PH-6 roll from the victim that's been hit. If they fail, they're put into the incredibly inconvenient Immobilized-2 state that can only be remedied by an Engineer. They'll continue to generate orders, but bad luck against a Riotstopper and no engineer means any scary unit in the game can be made as useful and scary as an order-generating statue. Special mention should be given to their use against bunched-up remotes like Dakinis and Unidrons. Remotes generally have terrible PH, and they take a -3 to even dodge the template before they have to roll the equivalent of a Damage 16 hit (if PH 10) with no armor or be glued to the ground. Wild stuff.

    Faction Weaknesses:

    1. No Native Fire Ammunition: O-12 forgoes the deadly fire ammunition, replacing flamethrowers with their adhesive-spewing cousin the Riotstoppers. Kendrat's Vulkan Shotgun is the only source, and it's really not that big of a drawback, but fire has its uses for burning off equipment like ODD and Camoflauge. However, O-12 can't be caught burning their enemies alive, bad PR, they'd rather incapacitate them for later arrest and processing.
    2. They look too good, it should be a violation of the Concilium Convention: I honestly can't think of another wholesale negative to the faction. They have basically everything else they could possibly need, infiltrators, midfield specialists, heavy weapons support, enough order filler, warbands, two sources of anti-material CC, they've just got so much and it's on profiles that are all pretty great. Sure, they don't have Impersonation or Holoprojector L2 or MSV3, but I don't see those as negatives because O-12 doesn't particularly have a need for them. Could they use them? Sure, but what they've got is already fantastic, we don't need frosting on top of frosting.

    Kappa Unit

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    The Kappa is a great line infantry for O-12. They have an above-average BS of 12 for a basic line infantry, standing toe to toe with Fusiliers and Securitate in their ability to use their weapons, as well as a respectable WIP 13 for completing mission objectives. Shock Immunity is also fantastic with the proliferation of shock weapons like the Red Fury and SMG, allowing the Kappa to take a wound with shock ammunition and fall prone safely behind cover when they go unconscious. They may be on the more expensive end of line infantry, but they are more than capable of paying their points back.

    Combi Rifle: The base loadout of the Kappa and a great cheerleader, this loadout is great for bolstering your roster with regular orders and backline defenders to fuel and protect your shinier toys. You get three of these in the Wildfire box,

    HMG: A capable backup gunner if necessary, the Kappa HMG is certainly capable of holding his own if necessary. His main problem in vanilla O-12 is that he's competing with far scarier options like the Dakini HMG who costs the same SWC and one point more, who even without Marksmanship is able to leverage mimetism for a -3 BS swing to his visorless opponents. I think this will be a fantastic linkable gun platform in a sectorial, but within vanilla he's facing tough competition.

    Multi Sniper:

    A no frills sniper who can supplement more potent ARO options within the faction. If you have the SWC to spend and a need for more reactive turn pieces, this can fit the bill.

    Missile Launcher:

    Just like the sniper rifle Kappa, the Missile Launcher can provide a potent ARO potential if utilized with other pieces to keep him from being shredded by his lonesome. A BS 12 Explosive blast template is nothing to sneeze at and with proper deployment, should force a reaction into either non-optimized trades, deter the enemy from entering certain areas or act as an order sink.

    Hacking Device:

    This profile is a standout. You get an incredibly optimized Hacking Device platform with decent WIP, a killer weapon in the SMG, and a cheap-as-chips price tag of 15 points and 0.5 SWC. An absolute bargain to provide hacking support for REM buffs, controlled jumps, mission objectives, and with a BS12 SMG for AP or shock ammo in dire straits.

    Forward Observer/Deployable Repeater:

    Another great choice for specialist, able to spread your repeater web and mark opponents with the Targeted state. The flash pulse on WIP 13 can be a clutch ARO tool if necessary

    Paramedic:

    The Kappa paramedic can be a cheap last-ditch way to revive high PH allies like the Gamma, Varangians, Omega or Hippolyta, or even just a way to complete a mission objective that favors paramedics.

    Lynx Unit

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    The Lynx Unit is O-12's incredibly diverse TO Camo light infantry, similar to PanOceania's Hexas. We have the TO sniper, the mid-to-long range skirmisher that can go into suppressive, the TO Surprise shot Killer Hacker, and the Close-up plasma-wielding specialist who can dominate the midfield. Hidden deployment can be a swiss army knife to catch an opponent off guard. Hide points during deployment so your opponent can't guess a reserve, keep your Lynx safe from gunfire until they're ready to A last ditch can see them in suppressive fire in the middle of the field, making a terrible roadblock for anyone trying to fire on them without visors.

    Multi Sniper: A great surprise ARO piece, the Multi Sniper can be layered with other ARO pieces in hidden deployment to force a nasty choice on an unwitting enemy. If necessary, provide a juicy target that appears lightly defended, they'll try to capitalize and you can force a nasty decision.

    SMR: Midrange skirmisher who can use shock against juicy NWI and Dogged troops, lay mines to protect the backline, go into Suppressive Fire for a potential -12 to the opponents BS, and generally just be a pain in your enemy's neck on a fairly low price. The SMR doesn't want ot

    Killer Hacker: The only Hidden Deployment KHD on the roster, which may be its strongest asset. Keeping him right next to your HD Cyberghost or Kappa means you'll again force a bad decision. In that case, you may lose your Hacking Device but you'll easily mince their KHD, or they'll try to focus your KHD and your HD or AHD can fire back. You can also lay down Cybermines for further protection from hackable targets. In either case, you should hopefully be able to come out with a hacking device still standing or even both if you're lucky. Also comes equipped with Breaker Combi grind down low BTS opponents like Ariadna.

    Specialist Op: A close range killer as well as a specialist for missions, Plasma Carbine provides the fantastically evil Plasma ammunition to exploit either a low ARM or especially a low BTS army like Ariadna at the same time. The Assault Pistol in his arsenal is also a fantastic close-range inclusion allowing high burst attacks when the extra dice are necessary.

    Team Sirius

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    The Sirius Team is an all-star mid-to-close range specialist in O-12. Forward Deployment L2 starts them 8 inches outside of the deployment zone to allow for coverage of midfield objectives if necessary, and their Mimetism provides a bit of protection against BS attacks while they're there. The Siriusbot is equipped with the Heavy Riotstopper, and using it in conjunction with its handler's main weapons can lead to unopposed template attacks if the opponent tries to shoot back. The Siriusbot also totes a repeater, allowing for highly aggressive placement of White Noise, KHD attacks, REM buffs and more.

    Boarding Shotgun: A no-frills Sirius team meant to get in their opponent's face and shred them with Mimetism Boarding Shotgun shots, with a heavy riotstopper layed on top for good measure. The opponent can either dodge to try and make it out, or shoot back and take a -3 and an automatic Template hit. This profile is a nightmare for bunched up units, link teams and REMs, a fantastic midfield clearing monster. Can be fantastic in missions like Biotechvore where enemies are more likely to be clumped up and vulnerable to large templates.

    Red Fury: If you prefer to keep some distance between you and the enemy, this loadout is for you. You're able to use the Red Fury's high burst shock ammo to take down targets further afield while your Siriusbot can clear rooms or check around corners when a threat is closer. You can still use the Red Fury within 8" and layer it with the Heavy Riotstopper as well for higher burst potential, you just won't be in optimal ranges and won't get the +3 BS.

    Assault Hacker: The Assault Hacking device is an interesting loadout, you get the benefit of the SMG's low price and high return with valuable AP and Shock ammo, while also having the utility of the Assault hacker's specialist capabilities. However, this brings liability for being the target of the dreaded Killer Hackers and with BTS 0 and starting far upfield, this could prove to be quite the hindrance. If you think you'll be able to defend it with your own KHD or the like, then this could provide great utility with enough caution.

    Forward Observer: The fantastic upgrade for the Boarding Shotgun loadout, this allows your Sirius team to complete objectives while they're upfield, grants the ability for them to mark their targets with a Forward Observer attack, grants a Flash Pulse on WIP 13 with Mimetism which is great for a possible midrange ARO when your shotgun would fail. For one point more, this is a no-brainer upgrade to the baseline shotgun if you want a specialist.

    Deva Functionaries

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    We see the Deva included in the roster in a limited capacity, bringing a whopping WIP 15 troop that's still got decent combat chops. BS 12, ARM 2 and NWI means it can take a hit and keep going, but isn't shock immune or Bioimmune so be careful of Shock and Viral. The Nanopulser can also be clutch for a direct template against low BTS enemies, or for a massive WIP 15 Intuitive Attack against camo markers. Bringing a hacking device, a sensor and MSV2 means we've got very different roles each loadout can cover, and while we're missing the awesome Forward Observer and Lieutenant profiles, we still get plenty of kit to play with.

    Combi Rifle: The baseline profile, can be included if need be, but the +1 point for the sensor profile seems like a worthwhile investment.

    Hacking Device: A fantastic specialist with WIP 15 for objectives, the Hacking Device Deva can function as a much more resilient alternative to the Kappa hacker if you've got the points. However, being only a normal Hacking Device, it misses out on some massive boons that the Cyberghost can bring like White Noise and Cybermask while also being able to buff bots and assist Aerial Deployment. Makes a great, tougher backup for the HD+ Cyberghost should it go down.

    Sensor: Sensor is an invaluable tool against armies that hide behind Camouflage markers and try to stack visual modifiers against you, Ariadna perhaps being the biggest offender by and large. Sensor on WIP 15 + 6 is an automatic success of 21, meaning you can't fail the Sensor entire order skill to reveal within your ZoC. In addition, you get a +6 modifier to discover Camo and TO markers automatically if the Sensor sweep within ZoC isn't an option. An oft forgotten part of Sensor is the inclusion of Triangulated Fire. This means your Deva can make a BS attack on BS - 3 no matter the modifiers. Camo, TO, Suppressive, Cover, Range, it doesn't matter, it's BS - 3. You could shoot a TO camo model in suppressive fire, in cover, across the table up to 48 inches on a BS - 3.

    MSV2 Spitfire: A more agile competitor to the Epsilon, this profile is a hunter who can wreak havoc on camo troops at mid-range. Makes a fantastic combo with your Varangian Guards and their smoke, able to chew through opponents by forcing massive penalties to vision or using Intuitive Attack with their Nanopulser through smoke. NWI means they can also take a non-shock/viral hit or crit from an ARO and keep swinging unlike the Epsilon. So if you feel the Epsilon is too slow or you already have one who's more suited to long-range, the MSV2 Spitfire Deva can provide a great alternative.

    Alpha Unit

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    The Lieutenant extroardinaire within O-12, Ballcap and Punchbot serve as a reliable and cc-resilient option for those pestered by impersonators and CC specialists headhunting their command structure. The Alpha's proficiency as a LT is obvious with WIP 14, and Counterintelligence is great to keep order pools outside of Limited Insertion healthy. Biometric Visor L2 and WIP 14 is also rolling on 17's to discover impersonators while also ignoring surprise shot and surprise attack, negating the majority of their tricks. Their DA CC weapon is currently one of three anti-material cc weapons within O-12, the other 2 belonging to Hippolyta and Kendrat, vital for scoring points in Looting and Sobataging.

    Chain of Command: A good CC-resistant CoC option and a fantastic anti-impersonator tech-choice. When your LT dies and your Alpha CoC takes over, their Strategos L1 will kick in during your order count in your following turn and allow their LT order to become a regular order, which can help to distribute orders among other troops when your aggressive LT has died.

    Lieutenant: Your obvious Lieutenant within the army, your Strategos L1 and L2 usage will give this away within the first turn unless you want to play some next-level mind games and choose to use neither benefit during your opening turn as they're both optional and this would tell your opponent it should be the CoC loadout (a bit wasteful, but could be cheeky against someone who knows the army very well).

    Cyberghosts, Quantronic Intervention Unit

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    The Cyberghosts are O-12's premiere hacking operatives, bringing the faction's only HD+ as well as a very deadly 21 pt Killer Hacking Device. WIP 14 makes them superb hackers and objective-grabbers, and their BTS 6 provides better-than-average protection against enemy hacking programs or feared ammo types like Viral and the second-half of Plasma. Their weapons loadout is very befitting of a hacking specialist with Pitchers to extend their hacking range, breaker pistols are a nice addition against low BTS targets, and Electric Pulse will keep the enemy from utilizing CC modifiers. Stealth is also very valuable if you find yourself moving through a repeater net or a hacker's ZoC. Unless they have sixth sense, they won't be able to ARO to your movements and may allow you to sneak past a KHD to the juicier targets behind, or even sneak into an objective room in a repeater net.

    Hacking Device Plus: O-12's only source of White Noise, this can be invaluable against MSV2 Snipers on overwatch like the Kamau or Haidao.
    Put down a White Noise zone with your Cyberghost, perform a coordinated order with up to 3 shooters and a "sacrifice" like a baseline Kappa or similar. Have either 1 and up to 3 of your shooters shoot from within the White Noise and have your sacrifice outside of the White Noise zone within LoF of the enemy to grant him an ARO. Then, shoot him to pieces while his only ARO option is to either attack your sacrifice or dodge.
    In addition, you get all other benefits of a Hacking Device Plus: The ability to buff Remotes like your Dakini HMG, improve Aerial Deployment for your Deltas, Cybermask for protection from hackers, Breakwater as a fantastic ARO against enemy hackers, the list goes on.

    Killer Hacker: Tied with the Gangbuster for cheapest KHD in the army, this unit can provide great offense and defense against enemy hackers while keeping them wary of approaching yours. Throw a pitcher downfield in range of an enemy hacker and Redrum them with ease. A great KHD at a bargain bin price, you don't get the benefit of inherent marker state like the camouflage hackers, but you can still use Cybermask on your turn for protection.


    Specialized Support Unit Lambda

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    The Lambda is the basic support unit for O-12, and with WIP 14 they certainly shine. The Doctor and Engineer along with their trusty Yudbots can provide great support for your other units and allow you to recover from a nasty crit or IMM-2. The doctor is a great combo with the Kappa's shock immunity to keep your order pool healthy.

    Ensign Katherine Cho

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    Ensign Katherine Cho is an incredible addition to O-12 and perhaps one of the best examples of what I want a Chain of Command troop or safe Lieutenant to be. For 15 points, she is a WIP 14 Lieutenant that can disguise herself as any S2 troop you'd like for incredibly diverse shell games. You can disguise her as a big threat that your opponent would rather avoid like an Omega or an Epsilon, just make sure to actually make the threat believable and overlap ARO's so they don't just bring their biggest gun to shred her. She can also hide as a baseline Kappa if you have several, or perhaps a specialist or SWC platform for them to avoid the illusion that it's the actual Lieutenant.

    Chain of Command: An awesome CoC platform that's able to blend in with the crowd, for only 20 points you get a fantastic backup for an obvious LT like the Alpha or an Aggressive LT like a Gamma or an Omega that can go unnoticed with her Holoprojector.

    Lieutenant: For 15 points, a WIP 14 hidden LT can be very tempting. You'll most likely not use her Lieutenant Order very frequently, but avoiding Loss of Lieutenant by keeping her safe is a huge advantage. Very straightforward, very effective.
    Delta Unit

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    The Delta is O-12's Aerial Deployment troop, and its loadouts provide a plethora of options to the table. PH of 12 is decent for it's Aerial Deployment roll, ARM 3 is the higher end for drop troops, comparable with Crusaders and Liu Xing, and BS 12 is respectable for gun fighting. WIP 13 means his specialist profiles will accomplish a good margin of missions, and multiterrain keeps him from being useless on difficult terrain boards. Overall, a pretty diverse selection of loadouts for our drop troop so we can pick the perfect addition to just about any list. Remember that having Combat Jump means you also get Aerial Infiltration optionally, so be sure to walk onto a board edge if you don't want to chance the AD Deployment roll.

    Boarding Shotgun/Panzerfaust: A great mix of close and long range with strong alpha-strike potential. Land behind an enemy and deliver the gift of buckshot to the back of their head or catch a couple within a teardrop impact template. If a target is immobilized but you're afraid they'll be repaired, a Panzerfaust is easily applicable to wipe them off the map. Can also provide a powerful, long-range ARO option when your Boarding Shotgun would fail.

    Spitfire: The gunnery loadout for the Delta. No frills, just a spitfire with Aerial Deployment, which in some cases can be all you need. The flexibility in positioning with Combat Jump means you can jump into an unprotected flank and light up cheerleaders, or clean up a single unit then go into suppressive to make a nasty obstacle in an inconvenient position. Probably one of the better Aerial Infiltration candidates as the spitfires long range allows for much more flexible use of the skill to stay in positive rangebands.

    Killer Hacker: This profile is an awesome utility package for the Delta. He has the Combi Rifle for regular gunfights, but also has an underslung Light Riotstopper to become a backline nightmare. If your opponent doesn't have an engineer, a drop troop able to glue down an entire link team or a TAG from behind is a threat that can't be ignored. If that wasn't enough, a WIP 13 Combat Jump KHD can mince almost any hacker in the game within a turn or two if necessary, further adding to this unit's potential value.

    Doctor & Doctor + Yudbot: The doctor ready to jump in and save lives, this loadout has the Boarding Shotgun and Pistol as its only main weaponry and trades the Panzerfaust for a medical degree and friend(bot)s. This loadout can be great when you want to conceal your doctor until his presence is needed, to doctor a high value target that's downed or about to be. Healing a Gamma that's fighting to its last breath with NWI or bringing back an Omega to terrorize your enemy from the grave. The Delta's BS 12 also means Medikit shots to friendly units will be slightly more reliable and useful for high PH targets like the Gamma or Varangians (Omegas and Hippolyta would be great but their ODD still affects friendly troops so shots at them are more difficult. )

    Forward Observer: The same fantastic loadout as the Killer Hacker, just less hacking and more observing and flashing. Rules for the weapons carry over, but with the added boon of WIP 13 Flash Pulse for ARO duty reaching out to 24 inches. A Forward Observer attack from behind can also be fantastic against large targets like TAGs, painting them with the Targeted state so the rest of your army can tear them to pieces.

    Epsilon Unit

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    The Epsilon is O-12's MSV2 gunner supreme, able to abuse the Varangian Guard's smoke grenades to deadly effect.
    Multispectral Visor L2 allows troops to draw Line of Fire through Zero Visibility Zones like those created from Smoke grenades, able to fire on unsuspecting enemies through the haze. If they choose to shoot back they take a -6 BS penalty unless they have Multispectral Visor L2 or Sixth Sense L2 (L1 allows this but only within the bearer's ZoC)
    Stellar stats across the board, BS 13 with Mimetism, Bioimmunity with BTS 3, WIP 13 for Discover rolls, it's a fantastically optimized profile. Each profile has its own uses, from an ARO piece to an active-turn long-range gunman to a midfield shock-wielding camo hunter. The Nanopulser could be useful just like any template weapon given certain circumstances, but may not be used very often due to the unit's disposition to long-range firefights.

    HMG: The active turn killer, this guy combined with smoke should be able shred almost anything in the game. Some exceptions are: link teams of 4+ members who are granted Sixth Sense L2, ignoring the penalty of -6 for firing back through Zero-vis zones, and MSV2 units who will be able to natively see through the smoke and not only ignore the -6, but also the Epsilon's Mimetism. Full core linked MSV2 snipers like the Kamua and Haidao are able to put up a very even fight against the Epsilon, they ignore his smoke, ignore his mimetism, and are shooting back with burst 2 and incredibly high BS. These sorts of threats are usually better dealt with by other tactics like using White Noise coordinated order shots and exploding the less-capable link team filler instead of trying to brute force them with the Epsilon HMG.

    Multi Sniper: One of the finest ARO pieces in the army, the Multi Sniper can be a massive threat if deployed with proper positioning and backup. It might be tempting to have him in a sniper nest on the highest part of the board, but that may be a double edged sword. While he can see everything going on, everything can also see him and take advantage of any angle or advantage they can muster. Your Epsilon having options means your enemy has just as many options to take him down, and you might want to limit what both parties can do. Pair with smoke for potential protection for your sniper if your enemy doesn't have MSV2.

    Shock Marksman Rifle: A cheaper, more SWC-light midfield option. This Epsilon can thrive as a camo-hunter in the midfield, the only hindrance being his slow movement. This is the option most likely to be able to use his Nanopulser as he'll be fairly close to the enemies he's hunting and can possibly exploit low BTS values. Can also go into Suppressive Fire in the midfield, combined with Mimetism and cover he can be a bit of a headache to dislodge.

    Cuervo Goldstein, Basilisk Level Delta

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    Our character Delta, Cuervo is able to bring a lot of hurt behind enemy lines with an array of tricks and tools to deal with any situation. He has very high stats for a drop troop, BS 13, PH 13, WIP 13, ARM 3 and moving 4-4 despite being a Medium Infantry. His CC is off-the-charts compared to his Delta brethren with CC23 and MA4, and paired with his Monofilament CC Weapon or his D-charges, a melee with him will most likely to end with his opponent cut into two pieces or blown into a million (Remember that monofilament has a set damage of 12, it cannot be boosted through Martial Arts). Shock Immunity and NWI also means he can take a mine hit or a crit and keep moving to his target with an effective 2 wounds most of the time.

    Boarding Shotgun: This profile wants to line up a fantastic shotgun template against multiple unsuspecting victims or push his +6 range band in extreme close quarters to win the Face to Face roll. A fairly straightforward profile able to use his Shotgun within tight spaces and hoping to get into CC the slice high value targets in half like TAGs, expensive Heavy Infantry or Lieutenants.

    Submachine Gun: A much more varied profile, gaining shock ammunition, the ability to enter suppressive fire to make an obstacle, an Arklyat-Kanone for long-range adhesive shots and a slightly cheaper price tag. This profile offers a bit more utility, but lacks the face-punching close range modifiers of the Boarding Shotgun. Drop behind a VIP, shoot them down or glue them to the ground and slice them apart on the molecular level.
    Betatroopers, Remote Activity Beta Unit

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    Betatroopers are a Remote Presence Heavy Infantry toolbox that can bring a little bit of anything depending on what's needed. BS 13 and Mimetism makes for a fantastic gunner and PH 12 and Hyper Dynamics L1 means they dodge templates on 15's which is incredibly valuable. Being bots, they have Structure instead of wounds and have G: Remote Presence which grants Courage and two levels of Unconcious before being removed from the board entirely. This makes the Betatroopers incredibly resilient to all manner of weapons because they can take a total of 4 wounds to be completely removed from the table (2W -> 1W -> Unconcious1 -> Unconcious2 -> Dead). Climbing Plus also allows for completely unconventional movement and positioning as they can not only climb up walls with ease using normal short movement skills, but they can cling to walls like a robotic Spiderman. 6-2 MOV can also be very helpful to get them into optimal ranges quickly, then move a blistering 6 inches each order before firing. A possible 6 inch cautious move should also allow the Betatrooper to pass through otherwise deadly openings without triggering AROs.

    Multi Rifle/Tinbot: A good generalist, the Multi Rifle's Shock and AP ammo allow it to engage a variety of targets and the 2 Nanopulsers make close-quarters fights against low BTS targets much more favorable. The Tinbot can be great for a profile that'll most likely be wandering into repeaters and hackers.

    Spitfire/Spitfire & Tinbot: A midrange mobile gunner, can provide fire support for your

    Killer Hacker: A KHD with a wholly close-ranged loadout, the SMG and Nanopulsers means this unit thrives when being thrown into the enemy's face, clearing a hacker with a Redrum then using its fantastic gun fighting ability to sweep the leftovers. Cybermask also provides a fantastic source of protection for the Betatrooper, allowing it to bypass all manner of defensive equipment like Mines, Crazykoalas, etc. as the Betatrooper is perceived as an ally. Impersonation from Cybermask also provides Surprise Shot and Surprise Attack to further push negative modifiers on an unfortunate victim.

    Doctor: The only source for the Boarding Shotgun on the Betatrooper, this profile provides a close-range killer who's able to also heal your troops if need be. A Yudbot can come along to increase the Betatrooper's doctoring efficiency by leaps and bounds.

    Specialist Operative: An alternative to the Multi Rifle tinbot profile, if you feel the tinbot is unnecessary you can trade it for Specialist Operative and D-charges for one point less.

    Gamma Unit

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    The Gamma unit is one of the beefiest S5 HI in the game, boasting an incredible ARM and BTS 6 along with NWI to give him 3 effective wounds. ARM 9 while in cover can be nightmarish for anything outside of dedicated anti-tank weaponry to deal with, with 3 wounds that are immune to the straight-to-dead effect of shock and viral. Its two profiles provide a different playstyle, but can both fulfill similar roles. Full Auto L1 provides an extra burst in the active turn, combined with BS 14 means the Gamma is able to throw a huge amount of ammunition downrange to selected targets while any lucky return fire has a good chance of ricocheting off his armor like a BB against steel.

    HMG: A full

    Feuerbach:

    Omega Unit

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    Zeta Unit

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    Dakini Tacbots

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    Fuzzbots

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    Kytta Copperbots

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    Millicent Copperbots

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    Oko Copperbots

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    Peeler Copperbots

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    Gangbusters, Special Crime Squad

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    Razor Unit

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    Varangian Guard

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    Hippolyta, Amazon Officer

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    #1 Keyrott, Feb 26, 2020
    Last edited: Mar 1, 2020
  2. Keyrott

    Keyrott Nomad Handyman

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  3. Keyrott

    Keyrott Nomad Handyman

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  4. realder

    realder Member

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    Great start, I look forward to reading more :)

    Just a small error with the Lynx Spec Op (great unit!); Assault Pistols do not have the Suppressive Fire trait.
     
    Djase01 and Keyrott like this.
  5. Keyrott

    Keyrott Nomad Handyman

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    Whoops, thought they did, fixed ty!
     
    #5 Keyrott, Feb 27, 2020
    Last edited: Feb 27, 2020
    realder likes this.
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