Hello fellow space cops. An upcoming tournament requires a 12 XP Spec-Ops unit in my two lists, and I'm kinda stumped for my Vanilla O-12. Compared to my other factions there aren't any obvious builds to me (like a Morat überhacker). The Kappa spec ops seems rather basic in it's stats. The missions are Rescue, Panic Room, and Supremacy so I was considering a forward deploying engineer or hacker, but would love to hear your experiences with Spec Ops.
Thanks to you don't need waste points for the Doctor, Engineer or Hacker skills unless you really want those specific skills. And since Technical Weapons pair nicely with high WIP he got the Flash Pulse Also the Kappa could serve as a cheap-ish Feuerbach turret
Marksmanship, MSV1, and Flash Pulse sounds like a fun build, but I would probably avoid it because my local community is getting a lot of Kosmo recently with their TI bears and volks. So with their low cost and access to heavy weapons it's best to use Spec-ops like disposable heavy weapons?
The Breaker combi with an MSV1 could be useful against Bears, hit them in their BTS 0. Breaker Rifle, MSV1, BS+1, Minelayer is 12XP
The Jammer is a Comms Attack, so it ignores Immunity (Total). Add Breaker, +1 WIP and Dodge (+3) for survaviability or Mynelayer for more defence
I mean that Flash Pulse will still be a WIP 17 Face to face ARO that can thwart smoke tosses and dodges and what not. And for the active turn you can still use the Combi Rifle on 15s. IMO that's much for measly 13 points. And then there's also the possibility of supression fire. But then again Jammers and Breaker Weapons are neat too