Welcome members of 0-12 to this discussion on our favorite TAG, the Zeta Unit. As members of 0-12 our job is to protect the people and uphold the law, no better way to do that than with a big gun on a even bigger robot! With the introduction over let's talk about the TAG. The Zeta has the standard skills of Tactical Awareness, ECM, and Fatality lvl 1, but thats not all, It also comes with Climbing Plus, G: Remote Presence, and Peacekeeper. When it comes to weapons the Zeta has some of the best, the Hyper Rapid Magnetic Cannon has the best burst of any other weapon, and the Heavy Riotstopper can render CC monsters useless. When it comes to stats the Zeta is average for TAG. With CC 17 and BS 14, its attack stats are underwhelming, but it makes up for that with ARM 8, BTS 6, and STR 3 so it is very durable and tanky. When it comes to WIP it has a terrible 13, so it is at a disadvantage when it comes to combating hacking. Lets talk about how to use the Zeta: The Zeta is a very easy TAG to position. With a Heavy Riotstopper and HRMC (the cannon) it is almost never out of good range, because the Riotstopper can hit close up enemies that the HRMC is ineffective against. To make postioning even easier, the Zeta has Climbing Plus, which allows it to move up buildings that it normal TAGs coudn't. The only hard thing about positioning the Zeta is its massive size, which can make it hard to move. The Zeta needs good support. Like most TAGs it is very vulnerable to hacking, so you need good Killer Hackers to eliminate enemy hackers. The Gangbuster and the Delta can fill this role very well. A engineer is also needed to heal your TAG if/when it falls in combat. when it comes to playing the TAG the strategy it is pretty simple. Attack the opponents biggest pieces, opposing TAGs, snipers, and Links, while staying away from hackers. It would be wise to use your killer hacker to take out any hacking threats before hand if possible. When it nears the end of your turn put your TAG somewhere safe while still posing a threat. The final point to make is a more controversial one: why play the Zeta? There are several points to be made about this subject. The Zeta has the best gun in the faction, the best ARM in the faction, and has a whole bunch of abilities that go with it to make it more dangerous. The Zeta is also very simple to use and easy to learn. But, of course, There is an opposite side to the arguement. The Zeta is very pricy at 93 points and 2-3 SWC and the Gamma does many of the same things at around 30 points less. The Zeta also takes up a huge chunk of your army that goes doen the drain when it dies, leaving you with very little to fall back on. In Snyopsis, the Zeta is a very powerful unit, but requires the rest of your list built around him and your up most diligence to protect. I hope this post helps those who it may concern and that you are all a bit more enlightened about 0-12's TAG.