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Would the Vector Operator work in N4?

Discussion in 'Combined Army' started by jake richmond, Mar 25, 2021.

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Would the Vector Operator rock in N4?

  1. The Vector would be nasty in N4!

    3 vote(s)
    13.6%
  2. The Vector would be situationally solid.

    15 vote(s)
    68.2%
  3. The Vector is a relic that wouldn't work well in modern Infinity.

    4 vote(s)
    18.2%
  4. The vector would be hot slop in N4!

    0 vote(s)
    0.0%
  1. jake richmond

    jake richmond Well-Known Member

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    [​IMG]

    I was thinking about the long gone Vector Operator. I started Infinity in mid N2, and the Vector was at the height of its power. For those of you who don't remember, the Vector Operator was a 6-2 MOV MI with BS 12 (or 13???), 3 ARM, Mimetism, Super Jump and MSV2. It could take a pretty standard selection of weapons, including a HMG, Combi/LSG, MSR and Combi with Hacking Device. maybe a Boarding Shotgun as well? All for about 32-40 points. The unit had a built in weakness with the Exrah ability. It had no unconscious state, and simply went from live to dead.

    The Vector HMG rules the game. It was fast in a game where nearly everything was 4-4 or 4-2 MOV. It had higher than average armor. It was unhackable. It had a visual mod and could see through visual mods. It had a solid BS, and a choice of solid guns (although nearly everyone took the HMG). It could easily reach high ground or attack from unconventional angles thanks to its MOV and Super Jump, and could easily position itself in cover. It was excellent in ARO at a time where active turn shooting wasn't as powerful as it is now. And it was relatively cheap and very versatile in an army that wasn't either. No wonder the Vector made it into nearly every CA list. It was so good it nearly erased the Void operator from play, a similar unit with its own strengths that probably would have otherwise seen a lot of play.

    Sooooo....

    Besides just wanting to take a trip down memory lane, I've been wondering how the Vector would fare in N4. I don't think its particular combination of skills and aptitudes currently exists in the game. would it still be a powerhouse, or would it be too fragile? Would it have a solid place in vanilla CA, or would it be outclassed by other choices? Could it compete against optimized Fireteams? Would it be too expensive?

    What do you think?
     
  2. wuji

    wuji Well-Known Member

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    So glad you brought this up!!

    They could leave them as is with only cost change accounting for no unconscious state as well. The crit change is what really makes Exrah possible.

    Make all Exrah ARM 1-2 points higher than their equivalents in other factions and you're good. Instead of Dogged or NWI, they would just get a 2nd or 3rd wound. I would support Exrah being another faction to have a 3 wound TI HI. I would actually consider just making their HI bigger dudes, like not in suits, their just like, dog warriors, all organic, big and strong, like beetle etc. If CB were to ever do another CA sectorial they should really consider Exrah.
     
    #2 wuji, Mar 25, 2021
    Last edited: Mar 25, 2021
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  3. colbrook

    colbrook Grenade Delivery Specialist

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    Most of the things that made the Vector particularly egregious have been reigned in by edition changes.

    Super Jump no longer allows cover in N3 and N4 removed falling, so they can no longer pop up behind a 4-5" building and still get cover.

    HMGs were brought more into line with other guns in N3 so they're no longer the one gun to rule them all like the were in N2.

    Shoot through smoke is no longer normal rolls so it can no longer get 4 unopposed BS13 DAM15 shots when combined with a Daturazi (with Mimetism and cover to protect against any AROs should the target survive)

    EM becoming universally EM/2, and more prevalent, means that the Exrah rule is more of a weakeness than simply "Dying when Killed". Healing is also more effective thanks to command tokens from N3 and the N4 Medikit rules which makes Exrah more of a penalty.

    So it'd be a lot more balanced just with the edition changes, it's essentially a flying Nisse with 6-2 move, you could even argue it should be cheaper than the Nisse due to the downsides of the Exrah rule. Sadly nothing helps the fact that Exrah were poor sellers that shredded moulds faster than any other range.
     
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  4. psychoticstorm

    psychoticstorm Aleph's rogue child
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    Sadly true and a reminder that "starfish aliens" do not sell.
     
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  5. wuji

    wuji Well-Known Member

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    Can always redesign like Morats and Shasvasti got...
     
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  6. jake richmond

    jake richmond Well-Known Member

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    I suspect or two Exrah units introduced into Vanilla and Onyx might sell well if they had solid rules, especially with updated designs.
     
  7. Delta57Dash

    Delta57Dash Well-Known Member

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    Ok but the Caskuda design though.

    Giant Flying Space Cockroach with a gun will always be a kickass TAG design.

    I'm sure the thing was hell to mass-produce though.
     
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  8. psychoticstorm

    psychoticstorm Aleph's rogue child
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    Caskuda was the closest thing one could describe as broken in first edition and yet it never sold enouph to break even so rules are not the strongest indicator of possible sales, a redesign might. may work, I am not sure the recourses devoted on it will pay out, but yes, theoretically a redesign that would be found appealing to most potential buyers would make Exrachs a sell, but I am not sure the design principles that made Exrachs (and the old remotes) have a cult following would survive a redesign transition.
     
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  9. Rumdog

    Rumdog Well-Known Member

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    Huh, and I just decided to finally assemble my Caskuda, it's a shame some small pieces were lost since N2...

    I think Exrah would be extremely situational in N4 due to there special rules. I wonder how their stats would have changed if they lived to this day:thinking_face:
    I bet CB knows by now what they should redesign in Exrah to make them more sellable. If they want to of course:eyes:
    I still use my void operator as HVT, old but gold imho.
     
  10. stevenart74

    stevenart74 Well-Known Member

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    Well, we could as well try to draw A LOT of Exrah Fanart, based on premises like the "Morphing" of Old-Shas (slimy frog men with weird technology and weapons) into New-Shas (Badass, Kickass, cool "Nomad Trenches" and Voodootech Cybersuits; weapons that while "Their Own" still have a style reminiscent of other CA Wargear). . .

    By polling and voting with likes what We "The Exrah Cultists" would like to see, MAYBE CB staff could consider what they want to TRY to develop. . .

    While Void Operators, Vektors, Iskallers and Kaskudas COULD be "Xenomercenary Army" only, if we take the RPG as a hint, there is ONE Exrah that is STILL operational under the auspices of the Combined Army, a Commissariat sort of "Ligh Infantry Combirifle Sentinel" (sentinel as in "RPG Talents" optimized for Sentry Duty and Patrols). . .

    That could be interesting to try out. . .

    Also are STILL the "Special Force Soldier" kind of "Customizable Loadout and Skillset" be part of Infinity Wargame?

    Could be a start to TRY to redesign some kind of N4 Exrahs. . .
     
  11. Savnock

    Savnock Nerfherder

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    That jumping bug was NASTY in N2. It was one of the reasons Intruder snipers were beloved back then.

    It would still be pretty hard in N4, even with a direct rules translation.
     
  12. Savnock

    Savnock Nerfherder

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    I don’t think the Exrah rules would need much change, even. Straight-to-dead with Unconscious would be characterful, and carry a decent discount.

    The points it used to sit at are actually about right. Maybe 3-5 points lower, so the HMG profile around 35 seems right.

    I would also love to see Void Operators come back. Maybe put Explode on them, even.

    The Exrah had great fluff. I don’t think “starfish aliens” was so much their issue as some questionable poses. A mild redesign to fit the current range could make them a good sell.

    Just a couple units in a merc company would be an excellent way to introduce them and test sales.
     
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  13. wuji

    wuji Well-Known Member

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    Two concepts come to mind:

    CB already makes great looking figures that have 6 limbs,

    • TAGs... I actually think the Marut has the right idea. But all the TAGs have little arms and they arent necessarilynuseless but only the Maruts Ai brain can do multiple things.
    • The other design source is the new Justice League, Cyborgs additional arms and the insect appearance of the parademons would look great in Infinity.

    Overall visuals:
    • Mostly Humanoid shape, 4 arms, somenarms vestigial looking with limited use, some arms smaller but still useful, some with 4 arms of equal size this way CB has a lot of design space.
    • Clothing: Dark leather tabards, vests, kilts, trench coats and cloaks (exos from now on).
    • Exos, full body singular color of varying shades of shiny dark bowns, greens, blacks and reds. Some with metal armor plates bolted on for extra protection and some of the deadlier units have rich yellow, orange or red highlight like in nature.
    • Sectorial color combinations: CA is mostly dark metal with something red, so apply these colors to their clothing. Some units can even look like they have paint on their axis likens brand or a tattoo.
    • Heads and faces the varying designs from Michael Bays Transformers were actually really good and would be perfects as inspiration, he had so many designs based off of insects married with humanoid designs. Ignore the fact they didn't look like G1 and you'll appreciate them more.
    • Hands and built in CCWs, no less than 2 fingers and a thumb on the average troops hand. Build in CCWs should be like guyver, so the troops still has a hand unless it's a beast but I dont think CA needs anymore beasts. I feel like Exrah will be menacing enough.


    Rules
    • 2-3 units dedicated to each of of these 4 different kinds of body types: Armored (bigger, bolted armor plates), Flight(Parachustist/AD and Super Jump), Mobility(Speed and Climbing Plus), Ambidextrous (able to use all four limbs completely and they are full size). CB should feel free to mix and match these design aspects.
    • Four arms should come with varying degrees of dual wielding. This mean +1 Burst on many things. This will be translated into sculpts carrying 2-4 sets of the same weapon resulting in (2 contenders, 4 pistols, 2 2 handed CCWs, 2 sets of hand hacking), 2-4 different pieces of equipment at the same time (pistol, knife, placing mine,chain rifle etc), carrying larger weaponry (4-2 HI plants one hand on the grand for extra stabilization and goes into Sapper while using the other 3 hands to wield something like an AP HMG or FB).
    • +1 Arm across the board.
    • +2-3 Arm, TI, extra wounds on some.
    • No visors: but larger eyes for MSV like a Bee sees the UV of flowers. Multiple sets of eyes in the front for X-Visor. Eyes around the head for 360 visor. Small black eyes like ants for no visors.
    • Built in sensor on some troops.
    • Use Viral and Para ammunition (web mines on skirmishers, paralyzing CCWs, Viral Snipers with MSV).
    • Neurocinetics or total Reaction.
    • Brain bugs, Literally any command skills. They arent literally controlling every byg mentally but they can communicate with them in some sort of way better.
    • Peripheral (Control).
    • Perimeter weapons are little murder bees, they fly and die on impact. Use any ammunition you like.
    • Nonhackable HI but no Shock Immunity and no unconscious state.
    • Some bugs do get NWI or Dogged and they are the only ones that can survive in the uncosciouss state.
    • Average WIP could be 12 but more specialized skills to make up for it. Like more Sensor or MSV. Most specialists may have WIP 12 but brain bugs could be 14 and some Wildcard or Peripheral carrying troops will have WIP 13 and some specialized troops could be lower wip like 10 but Burst +1 for skills like Engineer or Doctor because multiple hands as well as mind and senses tuned into their task.
    • Some natural attributes plus some tech allow for hidden deployment but once revealed are max mimetism -3.
    • Hacking, some of the hackers may be WIP12 but they'll be specialized in hacking so +1 B with those extra hands and stuff along with the standard hacking equipment.

    I'm sure I could go on if I tried but that is what I envision they would look like on the table. With everything I just named, that's totally effective and all CB needs. And again visually, they can go many routes.
     
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  14. toadchild

    toadchild Premeasure

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    I think the real thing that killed the Exrah was lack of a clear aesthetic design vision for them. While the WCD did get eradicated in the N3 fluff, the Concordat still exists, leaving open the option to bring them back in the future. However, I think CB is pretty gunshy about introducing non-humanoid aliens at this point.

    Vector Operator - had a kind of hunched and bulbous shape; poor differentiation of parts for painting

    Void Operator - I think this one had a better aesthetic and easier to read silhouette, but it’s still very unconventional compared to other Infinity designs

    Iskaller / Jump Operator - ugly, looked like a person in a bug suit from a low budget 70s sci fi tv show

    Caskuda - cool design, but did not fit on a 40mm base; still suffered from poor part differentiation for painting due to organic design

    Overall, the N1 combined army featured a lot more insectile elements that have subsequently been dropped, like the old REMs with carapaces and wings and the original Suryat helmets.
     
  15. wuji

    wuji Well-Known Member

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    Some of my favorite examples of how these could look.

    Vector Operarator:
    AVA 3
    1. Looks like waspinator sort of with those big MSV eyes and mandible mouth, but then the body more a parademon complete with big flowing trench coat with space for little wings. 2 set of full arms wielding either 2 Viral Sniper Rifles or a multi barreled Sniper Rifle getting his +1 Burst in with an aiming pose. One of the few with NWI and Shock Immunity who can survive the unconscious state.
    2. HMG profile doing a 3 point landing while still holding the HMG with 2 hands.
    3. Double combi rifles about to leap into the air.
    Some imaginary stuff units now.
    • That HI I mentioned gets 4 full sized arms. A beetle look like he can take a hit with a mouth like Turantulous or Shockwave from Dark of the Moon. Make it Sapper, with an AP or Multi HMG, carrying a little shield that turns into his foxhole, and as I said, he plants an ARM like a third leg to get stabilize and just goes to town. His art can be chewing on a half eaten hand with two fingers hanging out like a couple of cigars.
    • Making a Doctor/Enginer troop, make it like a carpenter ant withbdark red exos with leather open chest Vietnam style vest with little arms on his sides for doing delicate work but with muscular arms on from his shoulders for buffer work.
    • A parachutist gunfighter. Tall slim like Christopher Walkin's character in ants but has a coat like wild Bill and gun fights like him too, but he isnt as fast as Wild Bill, he just carries more guns. Have the sculpt be 4 pistols and make the burst +1 or 2.
     
  16. wuji

    wuji Well-Known Member

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    • A forward deployed warband with regular smoke ARM 2, ph13 and no mimetism but Hidden deployment so he's like a trapdoor spider. CC21 but B2. No CC skills. Viral/Para CCW, Surprise Attack but no Stealth. MOV 6-2 so he can make use of that Surprise Attack by reaching anyone sitting on an objective at the center line.
    • Infiltrating, climbing plus, skirmisher, mimetism 3, SMG or Lightshotgun +1 Burst, 360/X-visor. Arm 2. Para Mines.
     
    #16 wuji, Mar 25, 2021
    Last edited: Mar 25, 2021
  17. solkan

    solkan Well-Known Member

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    I still love the way the Vector Operator and the "flying bug" remotes look. The Void Operator (a.k.a. the plain looking infantry with back spikes) were okay but really suffered from the fact that they only had one sculpt (I've got six that I reposed the arms on for variety).

    But if I remember right, the "flying bug" remotes were also infamously photographed on their boxes assembled incorrectly. And that's probably not a good sign for the design.

    Iskaller - I've got two. Experimental evidence (actually doing it) supports the fact that you can swap the arms on the model and no one can tell the difference.

    To maybe be a bit unfair, the original Exrah designs probably get summed up as:
    • Lack of a popular design
    • The design they tried to do was probably beyond their capability at the time
    • Ended up as "bugs from space", when people are complaining about the "Combined Army" not looking cohesive.
    • RPG stuff like "vulnerable to E/M" is a terrible idea in a war-game. If you have an allergy like that, and you have any sense, hire mercenaries, not work as mercenaries. Or you send troops out with actual protective gear. Heaven knows there are enough "client" races that have been shown so far that it would make a lot more sense to use as thugs.
     
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  18. jake richmond

    jake richmond Well-Known Member

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    When I first started playing I thought the HMG Suryat was an Exrah. It had that weird paint job and a similar 'carapace' look.

    My headcanon for Exrah has always been that what we're seeing is advanced alien environment/containment suits, and that the Exrah are creatures inside piloting them.
     
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  19. toadchild

    toadchild Premeasure

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    The N1 HMG Suryat is not a good sculpt, even by the standards of the time. The Human Sphere era MULTI Rifle / Pistol sculpt is leagues better.
     
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  20. colbrook

    colbrook Grenade Delivery Specialist

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    Didn't the Exrah rule represent that they were semi-disposable, short lived combat forms fast grown for specific battlefield roles. That's why they had the EM Vulnerability and skipped Unconscious, because they weren't really worth recovering as they could just build/grow more?
     
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