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===Medium Infantry=== *'''Djanbazan Tactical Group:''' The Djanbazans are an iconic QK unit. Their background paints them as semi-mercenary Haqqislam space-marines (not to be confused with the other type), hopped up on speedballs and black-market regenerative drugs, operating in the grey zone between official Haqqislam operations and private military contracts. In practice they are one of the units you will want to build your core fireteam with. They live, as all MI do, with the Medium Infantry curse, under which they are both expensive and relatively easy to kill. Fortunately for Djanbazan they are harder to kill than most MI, thanks to their ARM3, shock immunity, and regeneration (PH=13) which insulates them somewhat against single unlucky AROs. On the attacking side they have BS12, which is not amazing, but that gets dragged up to 15 in a core fireteam and at that point it doesn't get any lower thanks to across the board MSV2. For your ARO piece there is an AP (Shock) Sniper rifle, not the best ARO weapon, but it is relatively flexible, and if you are able to put down smoke in smart places you have a decent chance of putting down even an Avatar in your active turn. That said the most common Djanbazan is the HMG profile; AP is nice, but big machine gun go brrr. Everyone else gets the standard rifle/lsg loadout common to Haqq units, barring a notable Shock Marksmanship Rifle profile for a discount point man if needed. They also get Terrain (total) for a nice movement boost in certain ITS missions, and can take along a hacker or doctor specialist depending on need. Although they tend to be thought of as a core fireteam unit the particular tool set of the Djanbazans marks them out as hunters, and as such a haris fireteam might be a better way to go with them. A Djanbazan hacker has the opportunity to employ the rarely seen three pronged fork to midfield camo skirmishers, which is nice to have in your proverbial locker. Djanbazans are good, you will probably use them plenty. *'''Druze Shock Teams:''' Your standard Druze packs a combi-rifle, chain colt, X Visor, and a viral pistol with Veteran and BS Attack (+1 Dam). Druze specialist in QK are a regular hacker and a killer hacker, both equipped with the standard Druze loadout and Pitchers. They can also take an HMG, and a shock marksmanship rifle, but the spiciest profile adds a normal grenade launcher as well as an E/M grenade launcher. The EM/Regular Grenade launcher when combined with the X Visor allows you to roll the dice and potentially cause your opponent to have a very bad time (tm). Since Druze got their own faction the motivation to runt them in QK dropped considerably - if you like and want to run them why not take them in their own faction? However, if you want to make Guided missiles a core part of your strategy then a core team of Druze are essential for pooting repeaters all over the place to quickly and effectively build your repeater net. +1DAM and X-Visor on all their weapons is a neat gimmick, but Druze fold like origami paper to anything resembling a serious gun fighter. *'''KTS, Kaplan Security Units:''' Kaplans are in a tough spot in QK. In the other factions they are part of they offer useful WIP14 specialists on a relatively competent gun-fighting platform, but in Haqqislam, where there WIP14 specialists are the rule not the exception, all Kaplans really offer are some interesting weapons and relatively competent gun-fighting platform. While competent gun-fighting is nice, BS12, Mimetism (-3) and shock immunity with access to HRL, Spitfire and MSR, Kaplans too suffer from the MI curse. They are not as tough and dangerous as HI fireteams, nor as cheap and flexible as LI fireteams, sitting in a slightly uncomfortable price bracket that restricts your other list building options. All that said, a Kaplan haris with Wild Bill, HRL and specialist of your choice can do work for you, just don't expect them to withstand too much punishment. *'''Sekban, Naval Special Unit:''' Sekban are another iconic QK MI unit, and they suffer the same fate as the other medium armoured units in the faction. Their background is pretty cool, starting out as a sort of volunteer militia guarding the good folk of the Caravanserai, then they went to war and got a shoeing, and what was left of them went home and decided to take this soldiering more seriously, getting better armour and training to make themselves a slick fighting machine. On the surface they have a lot going for them: they are decent gun-fighters with BS13, extra mobile in some ITS seasons with Terrain (Zero-G), they bring order efficiency with NCO, and they have the defensive perk of 360 visor, so you need never worry about facing with them. Perhaps their best feature is that they are wildcards, so you can drop one into a fireteam and see to it that you never let that LT order go to waste. However, with ARM3 and BTS3, they are only as survivable as Druze and less survivable than Kaplans and Djanbazan, lacking as they do immunity (shock). They are able to form a Qapu Khalqi fireteam with Odalisques, but they lack a common keyword and so lose out on the big fireteam benefits.
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