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===Skirmishers=== *'''Ninjas:''' Still not the best TO Infiltrators even in JSA. The Killer Hackers is relatively cheap and can be useful for quick objective snatching, but Tacbow is not great. The Ninja KHD can apply heavy MODs, but what good is it if they miss their one shot with her bow. The other Ninja options are very expensive without having the same psychological threat as an Oniwaban. **The 1.4swc|42pts MULTI Sniper option is of debatable usefulness (even with the Keisotsu version getting removed) thanks to the Ninja's mediocre BS11 and the tax they pay for all their CC skills that they won't be making use of. **Consider putting the KHD in hidden deployment in the area you want your Daiyokai (or O-Yoroi, etc.) to move towards. If the enemy moves a hacker up to counter your HI, hit them with <strike>Trinity</strike> Redrum. If not, you now have a shiny TO specialist backed up by a tough-as-nails HI in an objective zone. Redrum (statistically the best SWORD program outside of a few niche cases) is a great anti-hacker attack, but Cybermask is almost entirely a downgrade from the Ninja's natural TO camo (requires a WIP roll to activate, doesn't apply a -6 penalty to discover rolls like TO does, etc.), with the only real benefit being the ability to walk past mines due to Impersonation fooling their IFF systems. Don't forget that the Surprise Shot skill also applies to hacking attacks made from marker state. *'''Saito Togan:''' Saito is a TO Infiltrating ninja mercenary. He's only 2pts <strike>cheaper</strike> pricier (now they can trade their shotgun for an SMG) than a generic Oniwaban because he wields an EXP CCW instead of monofilament (on the plus side, it means you can go after scenery items in objective games) and has only regular Infiltration rather than Superior (so he successfully infiltrates into the opponent's half on a 10 rather than 15). However, he's still very capable in close combat and even brings his own Smoke Grenades. <strike>For an extra point, you can have him as a Specialist to push buttons</strike> apparently this was an error and the Specialist profile is Druze-only, much to every JSA player's disgust. His model <strike>is kinda goofy</strike> has been updated and looks pretty cool, although many people previously instead used Nakadai from the Outrage box to represent him. *'''Oniwaban:''' The Oniwaban are the master assassins. They have no specialist choice, because their sole purpose is to kill. Superior Infiltration gives them a +3MOD to infiltration in the enemy half (i.e. succeeding on a 15) and they wield a Monofilament CCW with Martial Arts L4. They also have Boarding Shotgun for short range gunfighting, or Nanopulser for surprise templates. If the super ninja makes it into base contact with the target, he can get an extra burst in CC with MA4 (although the +3/-3 from MA3 is the better option if going against other CC capable enemies). Kinematika L2's 4" dodge/engage is worth remembering too. His skills also gives him Stealth, so he can easily maneuver around to stab the enemy in the back (although watch out for 4+ member link teams or anyone else with Sixth Sense). Almost anything can be a target for the Oniwaban (avoid Natural Born Warriors and Flamethrowers). Once the Oniwaban gets within the 8" short range, they can be brutal. You do pay 41pts for him (37pts for the new SMG profile), so he's pretty expensive, and maneuvering and getting the best out of an Oniwaban takes practice and patience. **Since Uprising they can now shave 4pts off their cost by taking an SMG instead of the shotgun, which also gives them the dickish option of suppressive fire for a massive -12 to hit them in cover in an ARO face to face (-6 for TO, -3 for suppressive fire, -3 for cover). That said, unless you end up in a really advantageous position, you're generally better off putting his fragile self in marker state and leaving this sort of stuff to the SMG Ryuken-9's who are better equipped for it due to being cheaper, better armored and having higher BS and an X-Visor. **Oniwaban count as "Elite Troops" for the purposes of some of the new Classified Objectives (make sure you're not using monofilament if trying to capture a model alive) and certain missions (such as gaining an adhesive launcher in Hunting Party). **'''Oniwaban Shinobu Kitsune:''' Shinobu Kitsune is the most dangerous Close Combat threat in the JSA. Domaru can reach high CC modifiers, however, Shinobu is already infiltrated up the board and can lay down smoke to make engagement even easier (smoke giving her a fairly safe and easy method of fighting members of a link team one-on-one in close combat). She's an Oniwaban character, but with CC25, PH13, Martial Arts L5, Smoke Grenades (one of the few in the army), and Combi Rifle. She has slightly better chances of passing her Infiltration roll than the Oniwaban (she succeeds on a 16) - though whether it's worth the risk is debatable (it generally is; if she fails it, you now have a combi rifle/smoke equipped model in your deployment zone that you can make use of, rather than the oniwaban who'll have a harder time getting use out of his closer-ranged firearms). She is a close combat monster able to take down nearly any target. The downside is that she costs as much as a high end HI. Both Shinobu and the generic Oniwaban have Lieutenant options (although this forces you to deploy in marker state rather than hidden deployment if you don't want to risk starting the game in Loss of Lieutenant) and with a Kempetai Chain of Command in your list, you can play them aggressively without fear. Worth taking if you're expecting your opponent to have an obvious Lieutenant or in a mission that with key targets (such as those with a nominated Datatracker) as she has a high chance of killing whatever specific model she sets her mind to.
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