Zweihander Rpg Pdf Download Torrent

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8chan /tg/ - Traditional Games - PDF Share Thred 2018. Zweihander RPG won the golden ENnie for the best game in 2018, and to be honest, it deserves it. I’d heard a little about the game, but never had the chance to give it a go until recently. Zweihander considers itself a retroclone of Warhammer Fantasy 1st Edition, and if you were listening to me earlier, it’ll be clear to you why this is #1 for me. Oct 31, 2017 - I know there was some sort of kerfuffle with the guy who made Zweihander here at theRPGsite but I missed all that. IMO though whatever that.

Feb 1, 2019 - If you want to install or reinstall Windows 7, Windows 8.1, or Windows 10, you can go to the software download website, select the link that. You can use this page to download a disc image (ISO file) that can be used. The image can also be used to create installation media using a USB flash. Windows 10 editions below are valid for both Windows 10 Home and Windows 10 Pro. Windows 10 home iso download usb.

Original SA post

I hear you guys like weird Christian heresies.
Nomad Units
There are going to be few sections without images in this update; Tunguska just got fully-certified as a real people army, and they’re still catching up making models for the new profiles. Image quality may also suffer when they’re available, and I apologize for that.
Alguaciles, Moderators, and Securitate
Nomad line infantry is weird, especially in vanilla lists. Alguaciles map to the basic troop choice from other factions, while Moderators are a little weaker. Both have total availability in vanilla, so you can take as many as you can fit in your list; in sectorials, you get unlimited Alguaciles in Corregidor, total Moderators in Bakunin, etc. You can only take three Securitate in vanilla, however. Securitate are strictly better with Haqq-like Willpower, and are correspondingly expensive.
Of particular note are their equipment choices. Alguaciles are meant to fight other units, and they get HMGs, missile launchers and other heavy weapons. Moderators, as ostensibly the neutrality police, get far fewer weapon choices, but they can take a pitcher, which lets you launch a marker out like a grenade. That marker creates a hacking zone around it, letting your hackers do their work without having to run up board. Securitate have options to just carry a similar piece of gear with them - they can’t throw it out, they just exude a hacking zone. They’re also your best line trooper choice to be hackers, and they get some fancier heavy weapons to represent their semi-elite status.
Weirder still are the lieutenant options. Typically, most factions will let you take a grunt as your LT at no extra cost. Sectorials will change that up as a thematic thing. Here, an Alguacile will cost you one of your six SWC points for the privilege, a Securitate won’t cost you a dime, and a Moderator LT will run a whopping 2 SWC, or a third of your budget for special gear and weapons. I appreciate Corvus Belli offering me the chance to stick a fork in the wall socket, but I’m not sure what this particular LT tax is meant to accomplish.
All three species of line trooper are their mothership’s respective gendarmerie. Securitates do indeed have black sunglasses and collars and ties sculpted onto their miniatures.
The Moderators in that image may look familiar to you. See, CB will do this thing where they want to make a reference to something popular, but instead of a knowing wink and a grin, they just give you the thing. Here, we can see Literally the Collector, Yondu, Gamorra and Nebula. Once in a while it’s a nice joke, but they seriously need to lay the hell off lately.
L-R: Zondbot, Clockmaker, Daktari, Zondbot
Presumably you’re English literate otherwise.

The general support models for the Nomads are atrocious. They’re some of the oldest sculpts in the entire game, and it shows. I had to fix my Daktari by process of constructive decapitation. The engineer’s got frigging raver pants. That wasn’t even a thing by the time this game launched. Just.. sometimes it’s hard to like this game.
Daktaris are your doctors, Clockmakers are your engineers. They’re perfectly alright profiles, if maybe a little overcosted. They don’t do a whole lot other than their specified function, so they’re rarely taken.
Clockmakers are described as “the most valuable contribution of Bakunin to the Nomad Military Force,” which is decidedly not true. Daks are a little more interesting. They were originally a corps of doctors sent to Corregidor for absolutely astounding levels of medical malpractice, and volunteered to serve in the military to avoid getting handed back to their former patients during the Red Auction, the sale of all those valuable inmates. These newly-minted field medics weren’t prepared for the experience of getting shot at, to the point that these days screamed profanity and muttered curses on the COs are seen as good bedside manner in a firefight.
Zoe Nemova is the daughter of a once-prominent Tunguskan data banker. Zoe was afflicted with a biological weapon as a child, and Papa Nemov broke the code to get enough money to cure her. The old man turned himself in to his rivals, earning him a short but very exciting vacation for the rest of his life, and five years’ stay of execution for his family. Don’t short the mob.
Zoe, between the remains of her affliction and being blown the fuck up a few times, is now more machine than person, and she spends her time in transhumanist reverie trying to improve her components. Pi-well is the only confidant she has, as something she build while on the run.
Zoe’s a curious choice as a specialist, since she’s an engineer equipped with a hacking device, so you’re getting two for one. She’s got good WIP but pretty mediocre stats. Pi-well isn’t any great shakes as a unit, but between the two of them, they can accomplish hacker, engineer, forward observer, and scenery destruction objectives. Problem is you’re paying 47 points for one unit (albeit with two figures) to do all that and hope it doesn’t get exploded. Hackers are also vulnerable to hacking attacks, shockingly, so she’s gaining a semi-substantial weakness in exchange for a capability you may not want to even use on her, given the plethora of other great hacking options in the faction. Zoe’s kind of a wash.
Now forget those scrubs, because this is the best unit in the game. Tomcats are zero-gee emergency responders. Here’s their stats and loadout, because I could go on for a while otherwise.
On first glance, they’re not that special. Decent statline, very affordable specialists. The key is that they’ve got just enough in the way of abilities to be very useful, without racking up a critically high price.
Airborne Infiltration lets them walk in off the board edge anywhere that’s not an enemy Deployment Zone. Climbing plus means they can just run up the sides of obstacles and right back down, so terrain between them and their target isn’t a big deal. They’ve got a combi rifle and light flamethrower, so they force a bad decision on any combatants arranged against them - do I dodge or shoot back? They’ve got a robot buddy that’s fast and hard to hit, so the Tomcat can go work on an objective while the zondcat goes off to fix a drone or medic a fallen target. You’ve even got a combat option if you just want to annoy the other player by walking in a rocket launcher off the board in his back half. Tomcats do a little bit of everything, they do it just well enough, and they’re cheap enough to take two. For whatever reason, nobody seems to ever expect you to take two AD specialists. I can’t say enough good things about Tomcats.
Rightly so, the fluff praises them by saying that every kid on Corregidor wants to be a Tomcat when they grow up. When you live on a cobbled-together spaceship made out of a former lowest-bidder supermax prison, you really appreciate having someone around to repair your hull breaches and resuscitate the folks who get blown out into space.
Alright, time to rip the bandaid off.
Interventors are some of the best hackers in the game. Nomads in general are real good at hacking, and Interventors are the best at it. Because you can usually leave them in a safe area protected by your order generators, a lot of people like to make their Interventor their LT, because it’s obvious, therefore you can keep using that Lieutenant Order coupled with their high Willpower, the do-it-all attribute. The little panda is a deployable repeater that can move under its own power, until you have it root in place and start repeating. Interventors have WIP 15 and BTS 9, which means they’re hard to attack via hacking. They are generally good and an excellent choice over many other hacking options in this faction, even if that will make you a little predictable. In the fluff, Interventors are the best of the computer criminal element, recruited by Tunguska for a fat paycheck to keep doing crimes, but on the mob’s payroll. Have you see a science fiction movie made in the 1990s? Then you know what an Interventor is.
Hacking is a really useful set of skills that are presented in the most mind-bogglingly stupid fashion possible. How CB arranged the hacking section of the book is the dumbest thing in the entirety of Infinity, and that’s including all the bad localization and the problems in the FAQs and the Tech-bee.
Look at this stupid fucking table.
This is useless garbage. The hacking section is already in the advanced rules part of the rulebook, so it’s deemed more complex than the morale rules, special skills, equipment and ammo types, and basically every other rule in the game. Every hacking program has a twee special name that’s only sometimes descriptive. It has callbacks to special ammo types, so I hope you’ve got those memorized, because here they are in a completely different context. The descriptions are useless until you find the actual program entry. Do you know if you get the program based off the type of hacking device you’re using? No, go look at another chart, eat shit.
Worst of all, there’s the fucking categories. CLAW-1 and UPGRADE-2 and that shit. Those are meaningless. Nothing is ever impacted by those categories, but that’s how the authors chose to organize this entire complex chapter. It’s such a fundamental failure of design that I’m actually getting mad, mad about tables and charts.
Here’s how to fix hacking: Make a list of programs by target. Enemy hackers, friendly units, TAGs, etc. Then give the name. Then a description of what it does. Some program do damage, some cause status effects. Tell the users what they do, instead of crappy abbreviations. Spell out how many dice you need to roll when you use the hacking program. Tell us what happens to the target when they’re hit.
https://www.captainspud.com/n3hacking/
Like this. Captain Spud was able to build this in a basement. From a PDF of scraps.
Ciara body party mp3 download sharebeast torrent. Hacking works like this. Roll your WIP with the relevant modifiers from the program (a weapon), the enemy tries to respond if they can, if they fail their BTS (armor) roll they take (a wound/status effect/whatever). It’s the same fucking mechanic as every other interaction in the game. The only real exceptions are a couple of passives, and those act like regular skills.
Anyway, Interventors are really good at hacking the Gibson. Among their talents: impair guided ammo, impair combat jumpers, boost the combat jump of your own troops, give all your robots better aim, protect your heavy infantry and TAGs from getting hacked with a BTS boost, immobilize or isolate enemy HI and TAGs, force a manned TAG to eject its pilot, create the hacking equivalent of smoke for use against enemy multispectral visors, enter the weakest impersonate state, and of course, fry the brains of an enemy hacker. Interventors get more tools to work with, and better ones to choose from.
Hacking area is important as well. A target of your hacking attempts has to be within a certain distance of a hacker or their repeaters unless otherwise specified - zapping an enemy or buffing your remotes must, buffing your heavy infantry is excepted. Having a ton of repeaters, like the pitcher above or remotes with built-in repeaters, is generally to your advantage, and Nomads excel at shitting hacking coverage everywhere. There is one downside - if an enemy hacker (not an enemy repeater, one of their actual guys) is in your hacking area, they can attack you through it as they subvert your wifi and load torrents of bestiality porn and Last Man Standing onto your network. This is a little harder than normal hacking, so it acts as though the owner of the network being hacked is in internet-cover, making it harder to hit them and they’re more durable if they’re tagged.
Note Ariadna doesn’t have to deal with any of this shit unless they really, really want to. It’s a strong argument for their faction.
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Zondnautica are the Nomad motorcyclists, introduced when Tunguska became a full-fledged army. They’re as fast as the good bikers, and they’re durable and killy. The best part is that when you dismount, your bike transforms and follows you around as backup. While that’s cool, I’m more interested to see if the addition of bikers will substantially change Nomad listbuilding habits. Motorcycle units are great fun, especially for someone like me who likes go-fast units, but because they use the largest regular base size, they’re very easily disempowered by a table layout.
Hecklers mark the first introduction of a Jammer to non-Haqq units, and there’s a few new profiles coming down the line for other factions, too. Hecklers can deploy upfield in one-time use camouflage. I haven’t heard a lot of scuttlebutt about them breaking games, and they’re nowhere near as cheap as the Ghazi Muttawi’ah. I suppose you could do worse.
Hecklers are harassment and dirty tricks guys, and that’s reflected in their loadout with the jammer and a killer hacking device, and their up-field ambush ability. I’d like them better if they had mines, for the full suite of booby traps.
As a general rule, anyone wearing the red overalls in Nomad pictures is a Corregidor unit, black overalls Tunguska, and mostly white somethingorother is Bakunin. I feel like this gets taken to an extreme with the Hellcats, who are dressed like Alguaciles wearing a jump harness. That seems a little lightly dressed for orbital drop troopers.
As far as jumping goes, Hellcats are some of the best at it in the game. Instead of coming off a board edge like parachutists or AD Infiltrators, Hellcats nominate a position on the board, roll against their Physique value, and scatter if they fail. A Hellcat has PH 13, but with their skills and a friendly hacker guiding them in (or, in a twist I think is really cool, missions with a designated drop zone like a helipad), they have to get an 18 or under to not scatter. They’re even better with this rules season, where you can place ‘em anywhere they fit, rather than on a template.
While they’re really good at jumping into position, once they get there, Hellcats are just kinda okay. You can get a light machine gun model that’s an okay shot, but not great, for about 30 points and 1.5 SWC. A specialist will run you 24 points at the cheapest, which would be okay if you knew you were going to be up against some unfavorable terrain. Their biggest problem is that the Yu Jing drop troop, the Tiger Soldier, is just better.
Wildcats are a cool set of models looking for a useful niche to fill. Notable for being the kind of people that a space prison full of hardened reprobates uses as a penal squad. I guess if you wanted another engineer unit, and you had no Tomcats, and suffered from brain damage, they might be worthy of consideration.
Above, Prowlers. Below, Zeros.
For once, having some samey models pays off. Prowlers and Zeros fill a similar role as camouflage infiltrators. Problem is that Zeros are cheaper and have more specialists and better gear, while Prowlers are slightly fragile, slower goons who’re meant to deploy upfield and shoot people, instead of using sneaky tricks. As you can see, however, the Prowlers are much, much better models - that’s actually the best-looking Zero in the line. Solution: proxy ‘em, which is now tournament legal. They’re basically the same profile anyway, so everyone wins.
Prowlers and Zeros are both part of the Bakunin military contingent. They both sneak. Prowlers are called out as so dedicated to their lives as deniable assets that they don’t have Cubes, except they totally do in their profile block. Zeros got their name because of their astonishingly low casualty rates and mission failure percentages. Big empty shrug.
Bran do Castro is our named Zero, and not actually a recreation of the Monkey King, just a perversion of science. Bran does all the stuff above, but better, for 37 points. He’s pretty good. You remember all that crap about Zeros being Zeros because of percentages? Horseshit, it’s because this guy’s a Triple Zero, which is one zero more than that other espionage guy, aren’t we so cool, neener neener neener. Going to town on someone with Sun Wu Kong never gets old, though.
These guys get the glamor shots because they’re just that good. I take Intruders very nearly as often as I take Tomcats in my lists, and that’s only because every so often I want to see how I’ll do without them. Prowlers wish they could be Intruders. They’re not so great on the surface. They’re about as murderous as your standard PanO jerk armed with an equivalent weapon - they’re actually pretty comparable to the PanO Nisse, which is like a Bolt wrapped in an arctic coat. Intruders have camouflage, but they don’t infiltrate. They’re not TO camo, so they don’t get hidden deployment. They’re just nice, survivable guys with access to big guns and the ability to see through smoke and camo. The sniper variant even ignores range penalties, if you want to put it up somewhere in the midfield and annoy the crap out of your opponent. Intruders die very easily to close combat and weapons that ignore camouflage modifiers, but if you’re smart, you’ll pair them with
Jaguars, another cheap Corregidorian unit. These guys all come with close-range weapons, they’re exceedingly dangerous in close combat, and they have smoke. Traditionally, warband units like are things like the dog-warriors or Shaolin monks. Jags are regular, however, so they contribute orders to your pool, and that’s a big deal.
The Jaguar-Intruder dynamic is a good primer on Nomad playstyle as a whole. Each unit has some deficiencies, but they’re generally a good choice from what you have available, and if you use them together, they shore up each other’s weaknesses and accentuate each other’s strengths.
Intruders are the standard covert operations dudes you’d expect, although I did think it was notable that they’re specifically charged with protecting the Nomad people, as opposed to punishing their enemies. Jaguars are gangsters from the Corregidor slums rounded up by the Alguaciles and put to more productive work, to the point they’re almost a special police division in and of themselves, charged with keeping the peace between the gangs onboard.
Then there’s the Observance. Get comfortable, this parts’s gonna be real Spanish.
The One Holy Apostolic and Catholic Space Church owes its return to power and revival in no small part to ALEPH and the concomitant ability to hand out resurrections. In a shocking display of realism, Corvus Belli’s writers note that this created some severe schisms in the bits of Christendom that weren’t along for the computer ride. The Papacy loves dissent and division in the church, and the word “purge” is thrown around for a paragraph or so. Short version, mainline Christianity in 2177 is Catholic, secretive and Not, or Weird. If you wanted to be space Mormon or space snake handlers or, god forbid, Lutheran, you kept in the closet, or you went to Bakunin. One of these numerous cult commune modules eventually mutated into the Observance.
The movement started in an Orthodox convent somewhere in the Aegean. The Abbess there was one Mother Superior Ligia Persakis, a charismatic speaker and heir to great temporal wealth and access, as well as a genetic proclivity for schizotypal personality disorder. Mother Ligia was also the holder of a PhD in archaeology and ancient Greek history.
Persakis didn’t take kindly to the worship of a false idol, declaiming the transfer of authority to ALEPH as anathema, a forsakening of the covenant between Man and God. Her message began to gain ground among those against the takeover of Christianity by a malevolent, or possibly just dim-witted, supercomputer. So she was excommunicated! Horns.aiff
Mother Ligia went off on kind of a theological bender, being rather understandably upset at getting kicked out of the church that was her life. She reported visions of Mary, interceding on behalf of both Ligia’s convent and womenhood itself. Persakis took a sharp turn into hereseyville, proclaiming Mary the representation of Gaia, of the mother goddess of ancient pagan mystery cults, and of female power in general.
Today, the Observance of St. Alia https://golfeedback.netlify.app/spotmau-bootsuite-2016-iso-download.html. Mary of the Knife, Our Lady of Mercy, is a syncretic cult that is militantly pro-feminist, seeking to return to a time in antiquity before men defanged the old feminine deities, and violently against any incarnation of ALEPH. The areligious hedonists of Bakunin gave them a quick once over, figured they weren’t going to hurt anyone they cared about, and conscripted them in exchange for more hab space on the ship.
Behold, sexy Catholodox pagan space nun hackers.
The Observance is the most successful cult on Bakunin, so whatever they’ve got going on, they’re highly competitive in the marketplace of ideas against future space porn and generalized decadence. The highest reaches of the Observance are known of, but not known - there’s an Abbess, who has the final say in things, and a group of Mother Superiors overseeing the various orders. Who these women - and we can be certain they’re women, although there are male members of the Observance - are unknown even to the prying eyes of the Black Hand. The Observance are leading experts in AI research, because nothing makes you hate something like really understanding how it works. Especially in Space IT.
Reverend Moiras are the basic Observance units. They’re substantially better at close combat than most Nomads, and pretty well-armored. They can form fireteams of their own, and either a named character or a doctor-nun can tag along if you want. Moiras are built for combat, with okay special weapon choices. You can take a hacker variant, but you probably want one of their bigger sisters for that. The most notable thing about Moiras is that they all have an Optical Disruption Device, which is Not Quite TO Camo. You force a -6 to all BS rolls against you, but you can’t enter a marker state. It’s similar to Mimetism, which is the -3 to BS rolls from Camouflage, but also without a marker state option. It’s not bad to have for increasing your chances of running across an open fire lane without getting tagged, but you still have to worry about crits just murdering Moiras outright.
Reverend Healers are actually a little better at fighting than Moiras, but their equipment’s less good. They get standard weapons and only Mimetism to help protect them. Every R. Healer is a Doctor, so they’re specialists that can help pick up the pieces of your other Observance units when they get splattered.
Reverend Custodiers are where the Observance really shines. Almost as good as an Interventor, but harder to physically kill, I like to take one as a Lieutenant and let my repeaters do the walking. Custodiers uniformly have great models, even if they’re all on the older side.
Sin-Eaters have one job: sit there and hold a position. They have the Neurocinetics skill, which you may remember from Yu Jing’s Yan Huo. Neurocinetics lets you fire your full burst value in a reactive action, instead of knocking it down to one. So, if you take a Sin Eater that doesn’t have an HMG, you’re doing it wrong. Although taking a Sin-Eater in general is doing it wrong, because a total reaction bot does the same thing but cheaper, can fire full burst in active and reactive turns, and it’s not like you’re not gonna take the requisite hacker in a Nomad list anyway.
Sin-Eaters aside, the problem with the Observance units is that they’re medium infantry, and even if you link them, they only have 4-2 MOV. At most, they’re getting six inches up the board per order you spend on them. They’re expensive but on the fragile side. They’re killy, but not quite as killy as some of the heavy infantry. They get great hacker options, but so does everything else in this faction. They just don’t have anything outstanding to recommend them for how much they’ll cost you. You probably wouldn’t take any Moiras or Sin-Eaters, and Healers or Custodiers are conditional at best.
The Observance is real big on mystery cult shenanigans and mortification of the flesh. One of their core rituals involves hammering sanctified nails into their backs, one for each of their seven core beliefs (which are never elaborated on, to my knowledge). Sin-Eaters get the worst of the castigation, as a means of paying penance for the sins of Man. Becoming a Sin-Eater is the highest you can get as a man in the Observance - otherwise you’re around to clean the floors and keep the mystic incense stocked. Moiras are named after spirits of vengeance, and comprise the majority of the Black Hand’s tactical section. You should paint them so they’re wearing full body armor instead of battle bikinis. Healers are big believers in tough love, specifically the kind where they beat the hell out of you, fix you up, and then go back to beating the hell out of you for being sinful. Custodiers are advanced agents of the Observance, and tend to be young, since their training starts at an extremely early age to get them acclimated for cybercombat against a growing computer god. Lasting a few minutes in a hacking duel against an ALEPH incarnation is equivalent to spending a couple years on campaign as a foot soldier.
For being such broad strokes caricatures of feminists, I actually kind of like the Observance. Horny sculptors aside, the actual fluff continuously paints them as menacing releigious nutsos first and foremost, and in every other context as outstanding badasses. There’s a notable silence on the issue of trans people for such a devoutly female cult, but given their interactions with a character further down the line, I feel like you’d really have to do some legwork to see the Observance as TERFs.
Speaking of radical feminists, here are some of the kick-flipping punk rock variety. Riot Grrls are my choice for the standout Nomad heavy infantry, although I haven’t had a chance to play with the new guys. 4-4 MOV, 15 CC, and a 13 in every other action stat, plus ARM/BTS 3 and two Wounds makes Riot Grrls fast, punchy, and just tough enough. They also get MSV 1 (remove the penalty to shoot at regular camo) and Hyper-Dynamics, which lets them dodge at a 16 or less.
RGs hail from the Beauvoir module of Bakunin, and have established a movement renown for its anarchist tendencies even among the inhabitants of that mothership. Most Riot Grrls come from the marginal neighborhoods of the Sphere, with a particularly high grouping of Ateks, the disenfranchised of PanOceania. They’re good!
Corregidor’s heavy infantry option, the Mobile Brigada are just a hair more adept at killing things than Riot Grrls, but lack their cool toys and cost a lot more. Brigada are really only good for two things, which is 1) taking a somewhat obvious LT choice in Corregidor, or 2) running a full five-man fireteam of them for the maximum amount of shooting things Corregidor can do. You have to fully commit to the gimmick to get your money’s worth out of Brigada, and that utterly devastates me, because they have the best models and fluff.

Corvus Belli posted:

In addition to the usual tasks given to heavy infantries, Brigadas serve a key purpose as an implied threat to any customers of Corregidor who might be tempted to abuse their newly hired labor. In the past, some of the most brazen breaches of contract against Corregidorian workers have been resolved with a ‘hostile takeover’ in the form of Mobile Brigada units forcefully occupying entire compounds. The infringing companies were forced to buy back their own facilities by settling their debt with Corregidor. Their position as defenders of worker’s rights makes them a treasured institution to Corregidorians, who know these armored heroes have their backs at all times.

They’re so cool, and I can almost never justify taking them. It’s a damned tragedy.
Kriza Boracs occupy a curious place in the Nomad roster. They’re Silhouette 5 heavy infantry, so bigger than a RG or a Brigada, but smaller than a dog-warrior or a baby TAG. They’re very good at combat, and as durable as some TAGs. They’re built to be posted up in a place by themselves and defend ground, or to rambo up the board alone - and that’s just not something Nomad units do. As I’ve mentioned, you need to use Nomad units in concert with each other to get the most mileage out of them. Depending on who you ask, Krizas are either a case of incipient power creep, or a new and curious direction for the Tunguska sectorial.
Part of the complaints stem from the Kriza getting introduced at the same time as a new rule, Full Auto. Full Auto level 1 gives you +1 Burst in your active turn, so if you picked the HMG option, one attack would roll five dice against your opponent - that’s a hell of a lot in Infinity terms. Full Auto level 2, which the Kriza has, is level 1, plus when you shoot at someone, they take a -3 modifier to react to you in any way. Personally, I think most of the hubbub was just “here is something new that sounds scary, I don’t like it.” It’s been a goodly few months since the introduction of Full Auto, and nobody’s quit the game en masse yet.
Taskmasters are unremarkable except for the fact they are literally the Moderator SWAT division assigned to deal with escaped mad science experiments.
Geckos may as well be called Mobile Brigada 2: Brigade Harder. They fill the same roles, with higher stat lines and commensurate costs, while not being terribly special. They’ve got an extra hit point, and that’s about it.
Nomad TAGs are PanO cast-offs, bought up through front companies and refitted to be better than new. Practically, this means they’re just a little subpar compared to the current PanO line. If you’re gonna steal a design wholesale, you could definitely do worse than the Guges from Appleseed.
Iguanas are a little more interesting than the Geckos or the likes of the Guija. Strictly speaking, they’re very average in stats. They do carry around a repeater, so they’re more protected from hacking attacks than your garden variety TAG. They also have an ejection system for the pilot - that’s the little model in the picture. At the very least, your Iguana cannot be crit to death right off the bat - the TAG itself has only two hit points, but the pilot will be thrown out of the machine and into a protective cloud of smoke even if it’s shot down right from the first order. Once out of the TAG, the pilot behaves like a typical heavy infantry unit with an HMG, although unlike other TAG pilots, they’re not specialists.
Not much to say about them fluff-wise, but Iguanas have absolutely fantastic models. It’s like Jeuty and Unit-02 had a sextoped lovechild.
Old Szally, new Szally.
Tunguska runs the Szalamandra, named for the fire spirit. Szally is pretty crazy and the exception to the Nomad TAGs, in that it’s one tough cookie. Its pilot can dismount and become a killer hacker, although sadly you can’t hack back when you’re busy piloting your giant robot.
Just a wee difference in sculpting techniques over the years, there. This is also a good time to mention that I love the Nomad racing stripe aesthetic.
Morans are great units in desperate need of new sculpts. Maasai and proud of it, Morans flaunt their African roots with some sweet dreads and capes. They’re solid camo infiltrators that are, yes, also repeaters. His little friends there are Crazy Koalas, perimeter weapons that run up to their targets and explode like a mine.
The fluff spends a good deal of time extolling the martial virtues of the Maasai, how they’re justifiably proud of their heritage, aaand then closes by calling them exotic and noting they’ll cut out your heart and drink your blood. Good work, CB, class act.
Old Morlocks, Uberfallkommando
Bakunin’s got kind of a German thing going on, incidentally. Morlocks and Uberfallkommando are Bakunin’s skirmishers, the answer to Jaguars in Corregidor and Tunguska’s giant pile of bullshit that I’m covering elsewhere.
Morlocks are similar in function to Irmandinos, though none of them are specialists. You could give them a real gun, or you could give your weird mutant a template weapon and let them do their thing, which is to scream up the board leaving smoke droppings all over the place. Six points makes ‘em a winner, especially with Metachemistry, to represent their weird individual mutations. While you can get +1 ARM or regeneration from Metachemistry, the one you really want on your random roll for Morlocks is the MOV boost, so that they can run eight inches, then another four inches. Here’s the problem with Morlocks:
Those are the new Morlock sculpts. They’re just the Zack Snyder Suicide Squad. That one’s literally just shitty halloween costume Harley Quinn. I hate these as much as I love Tomcats and the Szalamandra. Like, they put out a special edition bust for the OG tentacle head lady, since she was so iconic, and then they scrap all those and give us this garbage. It drives a body to drink.
Morlocks are the standard irregular imeptuous model, and they all do their own thing once you turn them loose. Uberfallkommando operate on the buddy system. The fox furry is the controller, called the Chimera, and she does not fuck around. First off, she’s got a viral close combat weapon (remember viral?), she causes a penalty against enemy units in hand to hand because she’s got scary pheremones, and to go with her CC of 21, she has the Natural Born Warrior skill. A couple of units have had this, and it allows you to shortcircuit the other guy’s close combat boosters. Fighting a berserker, or some asshole JSA guy with Martial Arts level 5? Cool, NBW doesn’t care. Neutralize all their bonuses and make them fight fair.
This gets even better when the Pupniks, her band of mutant buddies, get in the fray. They’re all G:Synchronized, like the Auxbot remote, so they all act on the Chimera’s order and move as one. Because all the Uberfallkommando move at the same time and rate, they’re good at staying grouped up. You can leverage this to your distinct advantage if you can get all of them into a fight. Ordinarily, you’d only roll one die in close combat, unless otherwise specified. But you get a bonus die for having a friend in melee with you. An Uberfallkommando unit, if they all survive, can eat Joan or a Fiday for breakfast, possibly literally.
To encourage their survival, the Chimera has Eclipse smoke grenades. These block regular line of sight and multispectral visors - nothing can see through Eclipse smoke.Zweihander Rpg Pdf Download Torrent

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Take Morlocks if you want a more distributed set of risks and for wider smoke coverage, or take the Uberfallkommando if you want to eviscerate someone in close combat.

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Repeat offenders against the common good of Bakunin, or those that repeatedly threaten the safety of the ship, are either spaced, or turned into Morlocks. Grim! The Chimera is actually a Moderator on the Vice Squad. Because it’s the hedonistic anarchist habitat, apparently Battlebots but with genetically engineered lifeforms is a popular sport, albeit one that’s illegal in the public areas of the ship. Chimeras are so wildly altered from their birth body that they no longer have Wounds, they have Structure, like a remote or a TAG. Also grim, possibly dark!
Tsyklon, Salyuts, Meteor Zond
For every Nomad unit that’s kinda ho-hum, there is at least one remote that’s absolutely fantastic.
Nomad remotes are some combination of faster, murderier, more kitted-out, or all of the above in comparison to their peers. Now, remotes are hackable, and they can be broken pretty easily. They don’t dodge well, and they’re usually big targets. Putting a remote into close combat is outright foolish. You might reconsider taking some of them in another army. In Nomads, you’d be a fool not to at least take one of the cheap ones for the orders, if for no other reason than every one of them is a repeater, except the one that’s also a hacker itself.
Lunokhods are like the Tsykon’s bigger sibling. They pack heavy shotguns and either a heavy cannon or a heavy flamethrower, plus crazy koalas and demolition charges. Lunokhods really punch above their weight class, and their only failing is that they’re pretty large targets. Tsyklons, meanwhile, are a touch more expensive in exchange for longer-ranged weapons.
Salyuts are baggage bots with repeater, the somewhat-unique combination of Total Reaction and a combi rifle, or an EVO hacker. EVO hackers are able to do digital knife fights, but are mostly to provide buffs to your army. They get general utility programs, some special utilities, and provide passives like an automatic +3 to PH for airborne deployment rolls, or permitting you to make coordinated hacking attacks. They tend to cost SWC, but they’re good to have around.
Finally, the Meteor Zond rounds out the Nomad unique remotes. I don’t know of any other traditional remote with airborne deployment. As if dropping this bad boy down on your enemy’s head wasn’t fun enough, it’s also a forward observer and can designate targets for triangulated fire, plus it can reveal hidden deployed troops.
Nomads have a bunch of special characters, but I’m going to shunt most of them into the StarCo section. We’ll stick with the tradition of looking at recreations to finish off this already too-long entry.
Avicenna, or Abu Ali al-Husayan ibn Sina (979-1037) was the author of The Canon of Medicine, the standard medical reference for the Islamic world and the more with-it parts of the west for a good four centuries after his death. An important philosopher and medical doctor, who quite enjoyed partying, Avicenna was lauded as the “Prince of Physicians.”
If you’ll recall the Haqq unit update, I very intentionally elided over Saladin not being the first Recreation built for life on Bourak. Project “Hakim” was ALEPH’s first shot at subverting the Haqqislamite diaspora, built to embody everything the religion holds dear. The Hassassins, operating in conjunction with the Black Hand, kidnapped Avicenna before he could be deployed and staged his violent, explosive, evidence-erasing death. The Praxis labs systematically purged the Recreation of ALEPH’s control mechanisms, both physical and electronic. Once that was done, his mind-state was partially reset, giving him temporary amnesia, before being uploaded into a top-of-the-line Hassassin artificial body and shipped off as part of a witness protection program.

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This new Avicenna spent some years as a medical student at the University of Medina, carefully and closely monitored by agents from both covert agencies at all times. Like the OG Avicenna, she was a notorious party animal, but one of the most gifted medical minds the University had seen. By the time she graduated, the original fragments of the recreations memory had reemerged and integrated with the witsec programming. Quite happy to chart her own destiny and give ALEPH the finger, Avicenna roams the stars partying copiously, taking mercenary contracts to pay for her excesses and doing the occasional good deed to really piss off the AI.

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Gameplay-wise, Avicenna is a pretty respectable specialist. She’s got Doctor Plus, so she can raise someone up to full health from unconscious. She’s not a great fighter, but she’s somewhat hard to put down; her greatest asset is a 6-2 MOV value, so if you need her to book it over to a downed unit or the objective, she’s pretty speedy.
Fuck you, ALEPH.

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Next: Tohaa, unfortunately.