My question is, what can they give MO that couldn't go into standard PanO? And for that matter, why is SWF so underrepresented in Vanilla? Is what they have planned for the Boyg so game-breaking when combined with... I dunno... Helots?
I gave my fantasy some free flight and imagined boyg armor for helots. To be honest, I hope about return to Varuna one day. And may be some plot twists like new politics to the locals. Would be nice to see our lovely amphibias more integraten into society. After all maori and colonial forces found peace. Infinity is very inspired by history. So, why not to get somengood examples. It was a very complicated process after all. And it opens some space for many conflicts. May be between some PanO corporations, between NeoVatican lodges and reformation of some moments about alien creatures. We also should notbforget about foreign influence and so on... But that is only fantasy (plus some moments from sketches. I had and idea about O-12 officer with a plans to normalise helot/pano relationship. And where she would be involved in some intrigues behind all of that on many levels)
In the old days of Infinity in vPanO, knights had AVA1 combining almost all profiles. You could only select one knight from all the profiles. MO limitation in vPanO is not new. This leaves space for most of the profiles of the dead sectorials to survive.
In the past couple of days an idea started to form in my spacious head, concerning Sectorials and OOP-nes. What if they are made around a more permanent theme for everyone else? To illustrate what i'm thinking: Nomads: The 3 ships are a given, it fits perfectly the "always 3 sectorial" idea. Combined Army: One sectorial for each major races (species?): Morat, Shashtaii, everyone else Yu-Jing: They have the internal State Police, the external State Army and the freezing-our-asses-off-in-this-backwater team. Okay it is not that fleshed out, but with Hac Tao joining Whitebanner that could be the State Scouts Haqq: Assassinss, high-tech secret projects and pirates etc... So based on this I've had the idea for panO's types, which could be MO (the knights), Inner planets (NCA and Varuna type high-tech units) and Colonial forces (Acontecimento and Kestrel, like Stiopa once suggested). This could give a clear direction for each sectorials' theme and gameplay style while not constraining them thematic wise to a single planet. Thus solving the problem of representing all 6 planets of PanO without needing 6+1 sectorails for that.
In regards to CA Onyx is just a few steps from being a proper EI sectorial. Remove Shas and Morat units, maybe Sygmaa too, include EI aspects, flesh out with some specialised variants, like Umbra infiltrator, or Unidron HIs...
Yeeessss Unidron HI! S2 true 2W/STR! Something between Batroid and Xenodron. Altough I'd be fine with a traitor-Ectross too. Umm Hey Ms Hexas! What are you doing here de-TOcamoing? EI propa what? HEY HEY HEY I didn'-....
Wonder if it's usable in ARO? An Aquila Guard is one of the units with... less... use for Eclipse in the game for active-turn advances, but it could really use it in defensive scenarios.
I feel like it was written specifically not to allow "Smoke Dodges." But we will see in the final rules. They really, really, really want Deactivators to be used.
Active-turn only Eclipse is probably not the way to get that done... though the fairly-long range may enable rather safe objective runs without fighting all the way up to the marker, a particularly handy option for PanO- even if, having lost Montessas, unhackable AD Specialists and very likely our TAG Specialist options, we're probably not able to make the best of this with fast objective runners. Weirdly, Pathfinders are probably back to being some of our best scoring options- they're fast Specialists with their own native Deactivators to cover their approach, as long as the Disco Ball is already deployed.
I am also hoping that this also is pointing towards a change in Deactivators needing LOS. If Deactivators can work with ZOC without LOS, it will change the repeater landscape. EDIT: ZOC = Zone of Control
I remember the community brainstorming ideas for Deactivators. I wonder if any of those suggestions will make it to the N5 ruleset. This could be a sign that the Deactivator's role is expanding.
Hard to destroy or deactivate a discoball if its in the middle of an eclipse zone and you cant get LoF, so it would make sense for a deactivator type device to work in ZoC. Of course, we don't know if the things can be switched on during the reactive turn, or if they're active turn only. That would alter the situation for sure.
The activate discoball skill is a short skill so I can't see why it could'nt be used in ARO, however the description (we have right now) says that it is a "normal WIP+3 roll" so you can't win FtF with that.