Hello Fellows, the ever-lasting discussion about a great defensive unit in Nomads/Bakunin to deny the opponent open spaces to advance gets a new chapter. I would like to discuss the pros and cons of both units, when they make sense and when not so much and want to know your thoughts about the topic. First of all I'm sure none of the two is superior over the other, both fill a niche and it depends on personal preference. But lets compare the differences (to the HMG Sin-Eater for obvious reasons) To give it a personal touch or another view, i will amend the kind of scenario I want to use the unit most of the times. 1. Balistic Skill (Reactive Turn): Looking at the stat line, the Sin-Eater is by far superior in terms of shooting. BS13 on the SE stands against BS11 on the TR Drone. Given that the HMG ARO Piece will primarily be used to shoot from DZ to DZ or cover a long alley it will be +3 prior to opponent mods. What looks like a clear win to the Sin-Eater will be easily compensated by the ability of the REM to benefit from hacking buffs like Marksmanship LV2 allowing the Drone to ignore opponent cover which most of the times applies. But this buff costs an order and is not available in turn 1 if you are not first player (as long as you don't also have an EVO Hacker in your army) which is a the most important turn for the ARO piece. In terms of whole-game usability i would say the BS13 vs BS11(no cover mod) evens out. 2. Ballistic Skill (Active Turn): I differentiate between active and reactive turn because although the special skill Neutocinetics of the Sin-Eater enables him to use his full burst in ARO just like Total Reaction of the Reaktion Zond, the trade-off is a burst of 1 in the active turn. This renders an HMG Sin-Eater rather useless because beside the great range and damage value the most important property of an HMG is its burst value of 4. So we would only pick him in our army if I need a an ARO unit which to put on the board to deny area and forget about him (which is indeed the case for me most of the times). 3. Defense/Survivability: Ok, we took a unit our my army which is visible to our opponent at least in certain positions and which sole purpose is to drive him/her crazy by shooting at everything that wants to advance. Nobody should be surprised that such a unit lives a short life and dies a painful death accompanied with shouts of relief on the opponent side. Here the Sin-Eater really shines. He brings an armor of 3 compared to the Reaktion Zond which arrives incompletely assembled with an ARM value of 0. Additionally the Mimetism camouflage makes him slightly harder to hit by non-MSV enemies. Nothing to complain about on a medium infantry. After he receives the inevitable shot to the face he may get a second change because with above-average cover and above-average armor he is likely to get only one wound. On entering unconscious state two advantages over the REM kick in: He goes prone and therefore in full cover most of the times. And when trying to resurrect him, we can make use of his CUBE to re-roll the die on a fail which is not possible for the REM. Another advantage which I see (!) is that i do not need to bring a dedicated engineer for my ARO piece. This accounts for my play-style only because I do not bring TAGs and few REMs in Bakunin and even in Vanilla only from time to time. The Reaktion Zond however has the benefit that due to its Remote Presence skill it has two states of unconscious which are both repaired with one action. This makes it really hard to kill with one shot but as I don't mind bringing an engineer just for the TR drone (see above) it means nothing to me. Movement/Agility: Although this should not be most important property of a unit which builds a sandbag wall, flips open a camping chair and plugs in a coffee machine prior to fighting, it is not unlikely that an opponent which is not trying to kill our ARO piece will avoid it so it will be necessary to change the position. Another reason to change the position is because in general it is not smart to neglect a mightly weapon like an HMG in active turn. The agility and movement range of the Reaktion Zond is far superior to the Sin-Eater. While the Reaktion Zond is able to move 6-4 which enables it to cross quite a distance and still shoot with the second short order, the Sin-Eater joins the ranks of the other rather slow 4-2 MI Nomad units. I would not recommend to move great distances with him but this is rarely necessary thanks to his long range weapons. The Reaktion Zond supplements its nice movement range with the Climbing Plus skill which enables it to climb a wall up and down as short order literally walking up wall vertically. This enables it to get a shooting position and move back in total cover. But beware, it is not allowed to use cover at all while in vertical movement. The Religious Troops special skill of the Sin-Eater enables him to keep sticking his head out without a roll despite the fact that he got a shot in the face. However if we want to go prone we need to make this WIP roll but what chicken would retreat a Sin-Eater? More or less the same applied for the Reaktion Zond. Its Remote Presence Skill equips it with the Courage skill which enables us to choose to seek cover or stay. However as it is a REM we are not able to to prone. Weak points: Although we would expect our ARO piece to die sooner rather than later, our opponent could tinker out a nifty trick to get rid of it. For example an air-dropped or infiltrated assault hacker would be a serious thread to our BTS3 REM. This could also be achieved by a Pitcher. On the other hand we could pile of a full emergency room of doctors around our Sin-Eater, it would not help much if he was hit with Shock-ammunition. Keep this in mind during deployment. Costs: This is the biggest pro of the Reaktion Zond. Only 26 Points and 1 SWC for a Total Reaction unit with an HMG? Total no-brainer. The Sin-Eater comes for 33 Points and 2 SWC, you are paying the Points for the +2 BS and +3 ARM but the 2 SWC really hurt, pay this premium only if the rest of your list is finished and you have some SWC in spare. On the Points-side it really depends on your play style and if you want to recover your ARO piece once it is down. A Daktari with Zondbot fits in almost any list and a Reverend Healer is part of the very capable Kusanagi/Custodier/Healer Haris in Bakunin. If you want to repair the REM you must include the costs of an Engineer if you don't already have one in your list. While it has to be mentioned that you must also take a hacker into consideration as prerequisite for a REM, I suppose you already discovered that Nomads are awesome hackers and field one in all of your lists anyway. Conclusion: Both units perform comparable as ARO units. While the Reaktion Zond is more agile and can take one more hit before leaving the board the Sin-Eater is harder to kill due to its mimetism and armor. It also aims better out of the box and is immune to hacking. Although it will be hard for your opponent to bring a hacker to your DZ. I would decide which one to take depending on the remaining SWC, the presence of Medic/Engineer and most importantly if I want to use it in my active turn. Please share your experiences and amend/correct me if I got anything wrong. I myself am currently curious when to take one of the two.