It was an interesting surprise to discover that there was no tactica for OSS. I am not pretending to be an expert on them or anything, I just wanted to get a better handle on what they have and how to use it. Since I tend to think well in writing, I wrote some stuff. Use it or don't. C and C welcome. OSS, or OperationS, is the cold, logical, AI hunting, big brother(according to Nomad scum) side of the field agents of ALEPH. While ASS brings the passion and fire, OSS brings the...Math? Engineering? Badass anime babes in skintight suits? In any case, OSS offers very different gameplay than the Homeridae, but they do emphasize and expand upon many of the units and strategies that are familiar from vanilla ALEPH. Strengths OSS brings raw firepower found only in the likes of PanO or with the aspects of the EI. Also, now with the Kriza Bourac. Between the Dakini core fireteam (mimetism backed by the effective BS 16 thanks to the Apsara) and the Asura bringing BS14 and the incredibly expensive MSV3, OSS can win gunfights. Hacking is another strength of OSS. The Danavas rivals the Interventor in prowess but also brings the coveted Maestro upgrade. With every hacker in the army toting a stunning willpower score of 14 or 15, OSS will typically be able to win face-to-face hacking exchanges as well. Remotes are also a strength for OSS. Just like most other armies, OSS has the standard complement of remotes. The Rudras is a relatively new offering and mixes the stat line of a heavy infantry, climbing plus, and the massive silhouette of a combat remote. The Garuda, of course, is a preeminent AD attack remote. Finally, Dakini went from being excellent combat remotes, to excellent combat remotes that get fireteam bonuses and also benefit from the Apsara’s new jumper ability. Weaknesses OSS is quite potent, but they have some significant weaknesses. OSS tends to rely on remotes. This can leave them vulnerable to hacking. A Garuda is a fantastic unit, but a hacking device with a repeater network can shut down its attack run relatively easily. A complete lack of war bands. All of the Myrmidons are off fighting on Paradiso while OSS often operates in the rest of the human sphere. This means that OSS does not bring cheap smoke throwers or impetuous direct template weapons. There are Devabots and Kiranbots, which are both good, but they are attached to significantly more expensive models. The biggest challenge with not having access to smoke is that it makes it much more difficult to capture an objective that is well covered. It is impossible to simply block a shooter’s view with a smoke template. That being said, with all of the linked MSV2 profiles that keep coming out, white noise placed by a Danavas or Asura may be just about as useful. Spoiler: Netrods Netrod OSS has access to two netrods. Just like they work in ALEPH, they can house the post human’s order, even after all of the post human models have been killed. Two regular orders for eight points is a fantastic bargain. Spoiler: Light Infantry Danavas The Danavas hacker is arguably the most cost efficient hacker in the game. The hacking device plus variant comes in at 25 points, the same cost as an Interventor with the same weapon. Both clock in at BS11 and WIP15. The Interventor has an impressive BTS9 to the Danavas’ BTS3. What is really impressive here is the Danavas’ upgrade program, Maestro. This program provides the holy grail of hacking bonuses, +3 to the user and -3 to the opponent. With breaker ammo, it cuts the target’s BTS in half and knocks it straight to unconscious. Now, with all of the new models coming out with NWI, knocking things unconscious is not quite as good as it used to be, but it can still knock two wounds off of a heavy infantry hacker in one hit, which is impressive. Apsara A new entry for ALEPH, the Apsara presents two very different profiles. The first is a no frills, 19 point, killer hacker with a boarding shotgun. She brings an impressive stat line with BS13 and WIP14. Technically, she is also the cheapest hacker in the faction. The Proxy is only 14 points, but the minimum entry for bringing her is 24 points with the 10 point Proxy Mark 5 in tow. The Apsara is not the most effective KHD, lacking infiltration and camouflage, but she is a potent deterrent when paired with a solid repeater network. The creme de la creme of the Apsara profiles is certainly her Jumper Level Z version. With a submachine gun and an impressive low price of 22 points, she can lend her CC15, BS13, and WIP14 to a linked remote. She can jump around within the fireteam, and will not break it when the team leader goes down as the remotes in the team all gain Number 2, but they can not benefit from supportware with her driving. In a sectorial that leans heavily on a Dakini fireteam, she can be a boon. Especially because, unlike supportware, her ability can be active at the start of the game so the player can benefit even without securing the initiative. Shukra Consultant The Shukra brings Adam Jensen from the PC monitor to the table. Most notably, the profile brings chain of command or strategos level one. Although the second option is only available for OSS and not vanilla ALEPH. For 25-30 points the insurance for an aggressive LT along with counterintelligence are almost a must. It seems rare to build an OSS list without this guy in tow. The LT with strategos is a strong contender to lead the army as well. Providing two regular orders to the pool for 27 points is pretty good. Especially as he prevents the opponent from stripping both at the beginning of turn 1. Deva Functionary Devas have been around for quite some time, but some new profiles have added a little interest. When it gets down to it, Devas are basic line infantry with good stats and No Wound Incapacitation. While it is nice to have a quasi second wound, double the cost of most army’s line infantry is a tough pill to swallow. Notably, like many aspects of ALEPH, they come equipped with Nanopulsers. Whether or not it is a good idea to use the Nanopulser and risk losing a 23+ point trooper in the exchange will depend greatly on the circumstances. It can be a useful way to put damage on an aggressive attacker who has gotten close to the Dakini fireteam. The Deva with combi rifle comes in a few varieties. The basic no frills gun wielder has never been eye catching because for one extra point the sensor profile is available. Sensor is an interesting tool. One option is to run this model as a solo piece and go around sensoring camo tokens before shooting them with a BS12 combi rifle. Honestly, the Daleth Rebot seems better suited, although the Deva can not be hacked by midfield assault hackers. For just four points over the cost of the basic combi Deva is the Devabot. This guy is essentially a better and more expensive Auxilia (who can not be a forward observer unfortunately). Devabots are useful for bringing fire ammunition (and flamethrowers definitely solve a lot of problems), and an extra body for clearing mines and making discover attempts. All three of the options listed above can be used as the lieutenant, which does provide a place for using the lieutenant order. With the Shukra Consultant around, there is a strong argument to be made for playing an aggressive LT. Whether or not the Deva is the right choice for that is questionable. Also bringing a combi rifle but lacking the LT profiles are the hacker and forward observer. The FO is a strong wip15 specialist with a quasi second wound. The hacker is solidly overshadowed by the Danavas hacker plus (for 6 fewer points) of the Deva assault hacker for (3 fewer points). One of the new profiles along with the FO is the Deva with multi rifle. Generally speaking, multi rifles bring more utility than combi rifles with their AP, shock, DA, and stun ammo. Whether or not it is worth the four extra points for the multi rifle is questionable. A longtime staple of Devas is the MSV2 spitfire Deva. In vanilla ALEPH with the presence of smoke throwing Myrmidons, she is a beast. Burst 4 with MSV2 and the spitfire’s ability to outrange rifles and under range hmgs and snipers is fantastic. In OSS, without smoke, it can be a little more difficult to maneuver into 24 inches. On the other hand, Devas are now linkable in a couple of different haris and core fireteams. Putting an MSV2 spitfire into a fireteam can be fantastic if that fireteam is going to be used aggressively. With the other MSV offerings in OSS being the Asura and Marut, this Deva can bring a visor to the table at a significant discount while still being an effective killer. Another new offering to the roster is the Deva assault hacker with boarding shotgun (unfortunately the new model has a combi rifle, but, thankfully, proxies are acceptable in game). This profile comes with the upgrade program lightning which imparts a negative six modifier to any opposing hacking. With wip15 and the ability to put him in a fireteam granting him sixth sense, this assault hacker can go toe to toe with killer hackers and come out on top. While he does not have the ability to put supportware on remotes, he also does not present the problem of activating supportware while the rest of the fireteam idles, exposing themselves to unopposed AROs. The last profile is the haris and sensor profile. Much like the sensor version for one additional point and half a SWC. This guy can form a haris with two other Devas, two Yadus, or another Deva and an Asura. All of which have potential to be solid haris teams if that is the goal. Sophotech She is a doctor and engineer with an impressive willpower of fifteen, No Wound Incapacitation, and a movement value of 6-4. At 31 points with the AVA to bring four helper bots, she can cover the table with wound and structure recovering goodness. In an army where the only profiles that can not get rerolls for recovery are the posthumans, she will fulfill all of OSS’s repairing/doctoring needs fantastically. The only thing working against her is that the Proxy Mk. 1 is available as a potent engineer or doctor. Andromeda Armed with forward deployment or superior infiltration (along with d-charges) for a mere 3 extra points, Andromeda is one of OSS’s best options for looting and sabotage. With the update to Guard, Andromeda effectively has Martial Arts level 4 with a damage bonus. She can use Guard level 2 for the coveted +3/-3 modifiers or Guard level 3 for the burst bonus. Unfortunately, with her large base and lack of smoke or a token state, Andromeda has no feasible way to get into base contact with an enemy model to use her close combat skills. In an army that has access to Post Human Proxies, Dart, Nagas, and Dasyus, Andromeda will likely find herself left at home most of the time. It is a shame, because the model is gorgeous. Father Lucien Sforza Sforza brings adhesive and viral to an army that has limited access to both. With totall immunity gaining a boost and McMurder making appearances in a few new sectorials, Sforza is a solid counter. Especially in that he can disguise himself as an LT clone, a Proxy to hide the TO Mk. 2, or an innocuous silhouette 2 model who would not pose much of a threat to the dogs. Authorized Bounty Hunter These guys just got an update. The new SMG profile for 12 points comes with an akrylat-kanone. Bounty Hunters are solid gunfighters at BS12 for a reasonable cost. The ability to duo doesn’t do much as no one in the duo can be a specialist. It does mean that points can be moved around efficiently in zone control missions, however. Booty, of course, offers some chaotic and sometimes useful equipment. Corporate Security Unit The specialist CSU with a rifle and light shotgun is a bargain. A specialist when needed, the ability to duo with a Deva or another CSU, sixth sense level one and a nano pulser, CSUs are a great investment. They can cover flanks and corners well. They can grab objectives when needed. They can join a Dakini fireteam and be a prone body that is easier to hide than the Dakinis. The other weapon profiles can add interesting options to the Dakini fireteam. Try not to forget about MetaChemistry when deploying. War Correspondent Three points for an irregular order, annoying flash pulse, xenotech guide, converted regular order, or minesweeper is a steal. There are very few reasons not to bring a Warcore when there are three points left over in a list. Spoiler: Medium Infantry Arjuna One of the new offerings for the ALEPH roster. Arjuna still gets forward deployment, although the upcoming season 11 may see that change. For now though, the Arjuna is in a prime position to take advantage of a spitfire or marksman within the first order. The six inch first move value is fantastic for a strong gunfighter, and thanks to mimetism, the Arjuna is one. Kiranbots are much like any other G:Synched bots. They carry around a direct template. Unlike many others, these bots bring an e/marat and cybermines. While flamethrowers are typically preferable, e/m weaponry can wreak havoc on fireteams, tags, hackers, heavy infantry, and remotes. Isolating an aggressive alpha striker can put a serious crimp in any opponent’s style. At four points each, Kiranbots are also excellent for sweeping mines or perimeter weapons to get the Arjuna into position to take advantage of the marksman rifle or spitfire. Even the boarding shotgun could be a thorn in the side of a fireteam when paired with two e/m direct template weapons. Yadu A new unit as of the Coldfront release, Yadu straddle the line between heavy infantry and elite medium infantry. With No Wound Incapacitation and Shock Immunity, Yadu come very close to having two wounds at a slight discount compared to many heavy infantry. They bring a solid stat line, nearly the rival of HI, their physique of twelve not quite equaling most HI. As MI they are not hackable. Unlike most MI, they do not come with a reduced movement value. With the release of several camouflaged jammers and more e/m weaponry in several different armies, it is also significant to note that Yadu bring the veteran skill to the table. On one hand, Yadu are fairly expensive, and when compared directly with a Dakini fireteam, they are less effective gunfighters. On the other hand, one and a half wounds and decent armor means that Yadu have options when defending themselves against midfield threats like chainrifles and skirmishers with mines. It’s also important to keep in mind that a fireteam made up exclusively of Yadu is immune to the E-Drone’s exile program. Warbands and even Ghazi Muttiwiah present a relatively small threat to a Yadu fireteam compared to the threat they pose to a Dakini team. All Yadu are armed with heavy pistols. Outside of that, they have a fairly unique kit compared to other linkable troops. The first model released came equipped with a multi rifle, e/marat, and drop bears. This load out is a fantastic set of weapons for dealing with midfield skirmishers and holding territory in the center of the table. While drop bears are not camouflaged as mines are, they can be thrown to catch models that the Yadu does not draw line of fire too. So, potentially, this one model could throw a drop bear that could catch two or more members of a fireteam then engage only one of them. The model being shot can either dodge along with the fireteam, shoot leaving the other members to take the hit from the drop bear, or drop out of the fireteam to shoot and take the dropbear unopposed. All of which are poor decisions for the target which can be capitalized upon. This loadout can also lead a haris team or be the lieutenant. The combi rifle with e/marat profile is cheaper and can be a forward observer or have the skill Number 2, allowing the fireteam to keep going after members are killed. The absence of dropbears means that the multi rifle profile is typically preferable. The assault hacker carries a boarding shotgun and is quite effective at close range because of it. He is also immune to any attempts to isolate him by other assault hackers, which could be useful in some cases. The two heavy weapon options are solid, although they bring the HI SWC cost of 2 for each profile. Linked heavy rocket launchers can be potent when advancing with a team to catch more than one model under the blast template. Having a submachine gun as a backup just keeps this model relevant at close range as well. The hmg profile brings the new skill NCO, which allows the LT order to be spent within the fireteam. Also, it is an hmg and burst is king. Shakti One of the special characters for OSS, Shakti is a Yadu who drops shock immunity in favor of a second wound. She comes with the very interesting loadout of a mk12 and a killer hacking device. She can be the lieutenant as well. She is a very strong LT option for OSS, either in a fireteam with the NCO Yadu or on her own as a solo piece. Bringing two orders as a forward deployed (at least for this season) specialist and gunfighter in a sectorial with a phenomenal Chain of Command unit is nothing to sneeze at. Shakti seems to be an excellent LT option in an army full of elite and expensive lieutenants. Sucker punch as an upgrade does not seem to make much sense. It’s functionally the same as redrum, except with a lower burst and damage 17 instead of 16. Being immune to isolation is potent when Shakti comes into contact with jammers, and even assault hackers will find their options reduced against her. She also brings an e/marat for those fights against fireteams. Spoiler: Heavy Infantry Asura She is ALEPH’s answer to the aspects of the EI. If only she brought an hmg or a plasma rifle to match her alien counterpart, but alas, she carries a spitfire or a multi rifle. It is worth noting that the hacker plus variant now has the option of taking a multi rifle instead of a combi rifle. With a stat line that embarrasses most heavy infantry and weapons that beg to be brought into close range, the Asura will always make a mark on any table she walks onto. MSV3, of course, means that she can not be surprised by camouflaged models and she will rarely fire back at anything with more than a -3 penalty to her BS. Unfortunately the days of blowing away camo tokens without even discovering them are gone, but this writer is holding out hope that N4 could bring it back. The new additions available exclusively to OSS bring the spitfire and hacker with multi rifle profiles with the newish Lieutenant level 2 skill. Meaning that the whopping 72 or 78 points spent to summon her comes along with three orders. Now, this points sink also has the ability to haris with Yadus or Devas. Strictly speaking, she can form a haris of three Asuras or duo with one other, but at that point there are very few points left to fill out a list. In any of these fireteams, the wildcard Samekh Rebot can join in, bringing the cost down substantially. Just like with any TAG elite heavy infantry, she has some notable weaknesses. She is vulnerable to hacking, although nothing that a wip15 hacker with redrum can not deal with. She does not have stealth, which means that she can be caught in difficult situations by TO assault hackers, jammers, and deployables that she could have a tough time getting out of. Spoiler: TAG Marut She is the direct counter to the Avatar. A robot, she does not carry a cube and is immune to sepsitor. MSV2 allows her to see through the Avatar’s ODD. Strategos level 3 to counter the Avatar’s Strategos level 3. Her price tag is justified as she is one of the most impressive TAGs in the human sphere. The one annoyance for her in OSS is that there is no smoke for her to shoot through. That being said, BS15 with a multi hmg is usually enough to put down just about anything with or without the aid of smoke cover. Just like any TAG, it is import to support her. While she is more resilient than most TAGs with BTS9, she can still be possessed by an enemy hacker. In vanilla ALEPH it is important to layer a solid repeater network with multiple hackers (at least one killer hacker in most cases) and Myrmidons to keep enemies at a safe distance. In OSS, this is a little more complicated. Without Myrmidons to present a threat at close ranges, the Marut can be more vulnerable. For this reason, it is advisable to have a solid repeater network with a hacker or two on the table along with a camouflaged or hidden deployed killer hacker (Nagas or Dasyus are quite capable). A Danavas (with Maestro) or a Deva assault hacker (with Lightning) are both excellent options to bring for the role of support. While having a good engineer is usually recommended in OSS, when a Marut is present, an engineer is practically required. The Marut has Ghost: Remote Presence which allows any repair rolls made on her to be rerolled and gives her a second level of unconscious. Both of these are vital because the Marut is going to draw an opponent’s focus. She is very likely to take wounds and she is likely to be targeted with adhesive or e/m weaponry. For all of these cases, without an engineer to fix it, that is 120 out of the game very quickly. Spoiler: Remotes OSS (and ALEPH, and also O-12) have the same bog standard remotes as everyone else, except the first two also sport Climbing Plus for a cool one extra point. Daleth The Forward Observer bot is, as always, an excellent specialist. It is fast, cheap, with wip13, and can be improved as a gunfighter with supportware. It brings along sensor which is incredibly useful against Camouflage and TO. Sat Lock allows for quickly discovering and targeting camo tokens and raining down smart missiles from another remote. There are very few reasons not to bring a Daleth in any list. Zayin The Total Reaction hmg with climbing plus. It is an excellent defensive tool. Even when an opponent shoots this remote with a high burst weapon, that fact that it returns fire at burst four means there’s always a solid chance to land a crit and a chance to simply win the roll. It is also a phenomenal budget attack piece. Buffed to ignore cover and apply shock, it is an excellent hmg platform. The mobility of climbing plus means that the Zayin can get just about anywhere it needs to go. Obviously, this platform is vulnerable to hacking and direct templates as all remotes are. Samekh Now with two profiles! The smart missile launcher that has no negative range bands and can be used for guided missile shots. OSS can bulk up on orders, hackers, and remotes, so it can be a solid strategy. Especially because of a number of wip14 and 15 forward observers in the roster. The fireteam option (FTO) brings a standard missile launcher. It can still benefit from supportware to ignore cover or the Apsara’s Jumper level Z skill to boost its ballistics skill. It is a solid and cheap missile launcher that can be used in any fireteam in the sectorial. Although, at AVA 1, only one option can make an appearance in any list. Lamedh The eight point flashpulse and sniffer bot. It’s a great option. Sixteen points to pad the order pool, bring mimetic flashpulses to slow down an alpha strike, and sniffers to expand the sensor area. There is almost no reason to hit the table without two of these. Probots The same baggage bots seen throughout the human sphere. Excepting the EVO hacker, they are equipped with repeaters to expand the hacking radius of ALEPH’s significant hacking presence. For a mere eight points the Minesweeper bot is an excellent addition to the order pool. It is also worth keeping around for ALEPH especially because opponents may try to minesweep stray netrods. Having a tool to get them back can be a significant boon. For 21 points, the Total Reaction combi bot is an interesting option. At BS11, it is certainly not an exceptional gunfighter, but can benefit from supportware and gain Marksmanship. It does not have the mobility of the Zayin and climbing plus, also the larger base size can make it more difficult to maneuver. However, it counts as 41 points for the purpose of scoring a zone. Also, Total Reaction is useful for making face to face exchanges less favorable to the active turn model. Sitting at 25 points and 0.5 SWC is the EVO hacker. The same as every other EVO hacker excepting the E-Drone from the Combined Army. This hacker is a great tool for boosting the Garuda’s ability to land and for coordinating the elite hackers of OSS. If the Asura hits the table, it is also a good idea to buff it with supportware, and the EVO remote can provide it, if needed. Yudbots Other than a warcore, the Yudbot is the best 3 points that can be spent. It expands the reach of any engineer or doctor. Always a good option for those who want to bring models back up from unconscious or isolation. Dakini Dakini fill an interesting role in OSS. While most other armies have flesh and blood filling out their ranks, the role of basic line trooper in OSS falls on the Dakini. These bots are a little more expensive than line troopers in some other sectorials, although they fill the role well. As remotes, they suffer from a low physique and a -3 modifier to any dodge attempts. They are also one of the few profiles in the game that do not carry sidearms. This means that when a model engages a Dakini with an hmg within 8 inches, there is no pistol to fall back on to make the exchange better for the Dakini. As remotes, they are also vulnerable to hacking and can not drop prone, even when unconscious. Despite these disadvantages, the 13 points for the baseline Dakini is well worth it in most cases. While only BS11, they can benefit from supportware and bring Mimetism to offset their low Ballistics Skill. On top of that, as remotes, they can benefit from the Apsara’s Jumper level Z, if in a fireteam and not benefitting from supportware. In a full core fireteam, this brings them up to BS16 with mimetism, which is about as elite as it gets. They also have a 6-4 move, so are quite capable of covering ground quickly alone or in a fireteam. Whether in a fireteam or not, they can be effective combat remotes. While operating alone, they can benefit from supportware. Marksmanship level 2 combined with Mimetism make them potent attackers. The hmg is as effective as the Q-Drone from the Combined Army, in the active turn. Even the combi rifle, is a solid combatant. Unlike most combat remotes, Dakinis do not have repeaters, but BS11 with Mimetism can still be strong when used offensively. While they do have no armor, the two levels of unconscious from Remote Presence means that it is fairly rare for them to be removed from the table in one exchange. It is for this reason that one of the wip15 engineers in OSS can be a good idea to bring along. The weapon profiles are fairly straightforward. The hmg is an impressive active turn unit, in a fireteam or solo. High burst and damage 15 will typically drop most targets fairly quickly. The sniper rifle is excellent for cracking harder targets, outranging hmgs, or to use as a dangerous defensive shot. The light grenade launcher variant provides access to a decent and fast indirect fire platform. The paramedic is the Dakini specialist, and the last one just carries a combi rifle. No slouch, but very standard. The fact that Dakinis can mix their fireteam with Devas and a CSU presents some interesting options as well. Obviously, Devas are expensive, but bringing a hacker into the fireteam can be a fantastic tool. Especially the Deva assault hacker, who in a fireteam with sixth sense and lightning, will be able to shut down heavy infantry, remotes, and TAGs with impunity. Not to mention that the assault hacker will not be an easy target for an opponent's killer hacker. CSUs offer a cheap, non hackable specialist to the fireteam. There are five loadouts, but in this writer’s opinion, the one that outperforms all of the others is the specialist with rifle and light shotgun. Both the CSUs and Devas can slow down a Dakini fireteam, but they also add nanopulsers and non hackable bodies which can drop prone to the fireteam. There are definitely some interesting options to create effective fireteams here. Garuda The Garuda is a staple of many a Vanilla ALEPH, Neoterra, and ISS list. A potent gunfighter with BS12 and mimetism, the Garuda can dissolve an enemy’s flank if it is able to avoid hackers. The hmg can be a very effective attack piece. Coming on the side of the table and catching enemies out of cover at long range can open up opportunities for the rest of the army to capitalize on. Because of the long range bands of the hmg, this Garuda can walk on the table closer to the friendly deployment zone to benefit from supportware. Although at that point, it may be more cost effective to utilize a Dakini. For two points fewer, the spitfire can offer a very similar role. In many ways, because the spitfire straddles the rangeband of rifles and snipers, it can be a more effective gunner. If opposed by a lot of flashpulse bots, the hmg still carries the advantage, however. The combi rifle is no slouch. Catching models out of cover often means that the Garuda is hitting targets on 15s while they shoot back on 9s or less. Be wary of core fireteams and the BS and burst bonuses can quickly decrease the Garuda’s chances of success. The boarding shotgun is a tough one. The cheapest profile by far, if an opponent makes a mistake and lines up several units for a template to hit, this Garuda can decide a game. Rolling only two dice to attack can hurt though. There’s nothing quite like rolling a 2 and a 19 and watching 21 points of Garuda destroyed by the winning ARO. Rudra Gunbot The Rudra is a new offering and fairly unique. It is functionally a heavy infantry version of a combat remote. With two wounds and high armor the Rudra is even more durable than Nomad combat remotes. Climbing plus also means that it can get anywhere it needs to. Like most combat remotes, this behemoth brings an onboard repeater for hacking and supportware shenanigans. Mine dispenser is a relatively new option. Halfway between dropbears and a grenade launcher. It allows the Rudra to threaten grouped units and fireteams while only exposing itself to one ARO. With only two mines in its arsenal, it is far from the consistency of a minelayer, but offers some tactical flexibility and freedom in the placement of those two mines. It is also a good reason to bring one or more baggage bots along. The three weapon loadouts have some crossover. On the one end, the red fury his high burst and low damage. Despite the fact that it already has shock, giving it marksmanship to ignore cover is still worthwhile. With the red fury, the Rudra is excellent for hunting low armor, one wound models. On the other end of the spectrum is the k1 marksman rifle. Again, marksmanship is still valuable, but typically the ideal targets for this gun are high armor targets where the k1 ammo is actually more effective than the red fury or multi rifle. Heavy infantry and TAGs are the best bet here. Despite its shorter range, the multi rifle can actually strike a solid middle ground between the other two. With armor piercing rounds the multi rifle begins to be less effective than the k1 ammo when the target’s armor is 3 or higher. While this sounds small, most targets on the table will have armor 2 or less. Remotes, light infantry, and skirmishers typically bring armor values from 0-2. Whether or not the Rudra benefits from supportware, the multi rifle version can bring shock ammunition to clear out any dogged or NWI models quickly. The shorter range bands of the multi rifle is certainly a mark against it, but its slightly lower costs might be enough to make it an attractive profile. The Rudra can also join any Yadu fireteam. On the one hand, bringing a repeater along with the team and adding one burst to the Rudra are both good things. On the other hand, when the Rudra uses climbing plus any Yadus in the team need to idle, so the Rudra may find itself less mobile than it should be or it may just leave the fireteam behind fairly quickly. Spoiler: Skirmishers Naga Nagas are certainly on the expensive end for skirmishers. The high 20s to low 30s means that any investment in Nagas is a commitment. They are quite potent, however, and definitely fit ALEPH’s mold of elite. With BS12 and wip14 they bring the best of PanO and Haqq together. With dogged, a lucky crit typically won’t stop the Naga immediately. This is incredibly useful if accomplishing the task at hand will decide the mission. A competent gunfighter and potent specialist, a Naga is usually worth its points. With the exception of the assault hacker, sniper, and monomines equipped Nagas, anti personnel mines are part of the standard kit. Mines are a valuable tool for controlling the table and soaking up a few of the opponent’s orders. Most of the Naga profiles are equipped with combi rifles. Mimetism and Surprise Shot means that a Naga can be an effective gunfighter with a combi. They will have trouble taking down core fireteams, but skirmishers and solo attackers beware. The boarding shotgun on the minelayer profile in an interesting option. For many, burst two, even with the bonuses, is enough to make the boarding shotgun an unreliable weapon. The short range of the boarding shotgun can make it difficult to utilize the weapon effectively. On the other hand, with camouflage, the token state can be used to maneuver into position more easily than a model without. If used carefully and with a little bit of luck from the dice, this guy can spell disaster for his enemies. The Naga with monofilament mines is an interesting loadout. Monomines are almost non existent in the current game. With the capacity to instantly kill TAGs and elite heavy infantry, this model can be a significant threat to even the deadliest of opponents. Still a competent gunfighter and with the advantages of Camouflage. The sniper loadout does not see much play compared to the others. In part because in ALEPH the Post Human TO sniper is available. She is a solid gunfighter, however and could be a potent flanking piece. If placed carefully, a model might try to outrange the expected combi rifle only to be surprised by a sniper rifle with this infiltrator. With the higher AVA of OSS, it could be worth another look to bring this profile. The Forward Observer is an excellent, non hackable specialist. He also carries mines. The killer hacker is much the same as the FO, although hackable. This can be good or bad depending on the situation. The assault hacker is a little bit more specialized. He lacks mines, unfortunately. He is able to intercept and attack heavy infantry, remotes, and TAGs much more effectively than most of the other options. With the availability of the monomines profile, however, this profile loses a little bit of its luster. Also, the Post Human assault hacker can bring a similar and in some ways, more potent unit to the table. Dasyu Essentially just an improved Naga for 8 more points. TO instead of camo, NWI instead of dogged, and a physique increased by one. The Dasyu also brings a nano pulser, which can situationally be an excellent tool to have. Their profiles are slightly different. There is no minelayer, no monomines, and the killer hacker forgot to pack mines. There is, however, a lieutenant profile for the price of 2 SWC. In a mission that scores for killing more LTs, this is a nice option to have. Most of what can be said about the Naga can also be said about the Dasyu, just that it costs 8 more points to bring slightly increased efficiency. Whether or not the increased capability and hidden deployment are worth the expense will be dependent on the list and the mission. Dart An elite Post Human operative and Aristo, Dart is a potent combatant. NWI along with Bioimmunity is a powerful combination. She functions as a true two wound model that will not leave a body behind for an opponent to accomplish classified objectives with, when she does go down. She is one of the few skirmishers or forward deployed models who can risk tanking a mine, because she is guaranteed to survive the hit. Climbing plus means that nothing is safe from her. That unit buried up on the roof of a building, the LT hiding in the back line, nothing. Camouflage mixed with MSV1 is a brutal combination. It makes Dart a premier skirmisher hunter. Her smg does mean it requires a little bit of care to keep her as effective as possible. Engaging models in cover, from 16 inches away, puts her on 10s to hit. It is not ideal, but usually the negative mods she dishes out tilt the engagement to her favor. Ideally, she can engage units within 16 inches outside of cover and units within 8, either in cover or out of cover. If she can consistently throw three dice on 13s (or 16s), she is in a good place for putting out quite a bit of damage. The mobility provided by climbing plus and camouflage means that she can almost always do this effectively. The only choice in her profile is to being mines or e/m grenades. In an army like OSS, which has access to a lot of e/m weaponry, mines might be a stronger option. The cheapest model that brings anti personnel mines is the Naga at 27 points. This means that OSS will never be able to spam mines and camo tokens like Acontecimento or Ariadna. Spoiler: Post Humans Post Humans are their own kind of monster. While they are individually cheap and very effective for their points, it can be quite expensive to bring the Post Human order when it consists of three 20 point models. That being said, it is arguably the most resilient order in the game. Not only does an opponent have to kill all three proxies (all of which possess NWI or two wounds), but also eliminate both netrods before the Post Human’s order will not be added to the pool. All Post Humans have the same CC13, BS13, and wip15 with their other stats varying slightly depending on the nature of the Lhost they inhabit. Proxy Mk. 1 A BS13 and wip15 specialist with NWI and mimetism, there is nothing not to like about this profile. If a Sophotech is already in the list, the hacker is a fantastic specialist to have. If not, the engineer can keep the myriad of remotes that OSS is likely to bring in fighting shape. Proxy Mk. 2 If there is a model that can effectively use a burst two weapon, it is this one. A high ballistics skill along with TO camo means that she can typically push the odds heavily to her favor despite being burst 2. The Jumper rule means that even while in hidden deployment, the Post Human’s order is still added to the order pool. The assault hacker is a potent infiltrating specialist. Able to wreak havoc on HI infantry fireteams and obliterate grouped models with ease. The sniper is a phenomenal attacker and may see more play than the assault hacker. An amazing suicide option, she can aggressively move up and attack without regard to the safety of her body, because its destruction will not reduce the order pool at all. Proxy Mk. 3 Somewhat reminiscent of Joan’s mobility profile, this Post Human is an excellent attacker. With the speed to get where she needs to (as long as she can avoid any difficult terrain) she is able to leverage her spitfire and high ballistics skill very effectively. Proxy Mk. 4 A slightly heavier and less mobile unit than the Mk. 3, this one brings its armor all the way up to 5 and packs the long ranged power of an hmg or a rocket launcher. The rocket launcher can be a potent defensive piece. When he dies to an ARO, his order remains, so losing him does not cost much. The blast template can also be effective for catching models hidden in groups around corners. He’s also capable of mixing things up at short range with the smg and nanopulser. The hmg is more of an active turn gunfighter. While not as mobile as the Mk 3, the hmg’s long rangebands allow him to attack effectively without leaving the deployment zone. Placing him on the opposite side of the deployment zone as the Dakini fireteam can be an excellent way to catch models in the crossfire and give the opponent fewer safe places to hide. Proxy Mk. 5 There are technically two profiles here. The first carries a mk12 with Marksmanship level X. It is a solid attacker. With forward deployment level 1 (level 2 in season X) he can effectively use the mk12’s rangebands to punish skirmishers and cheerleaders. Even getting close to snipers and hmgs to push range bonuses in his favor is doable. The problem is that the second profile is a Forward Observer with e/m grenades and two smgs for just over half the cost. Obviously the second profile can not get the mid ranged gunfighting done effectively, but he is phenomenal up close and is actually potent against lightly and heavily armored targets. Even a TAG could go down to four smg rounds in the back.