Introduction
ALEPH distinguishes itself as the premier elite fighting force of the Human Sphere. The prowess of ALEPH's units is second to none, and they possess a technological advantage that is matched only by PanOceania and the Combined Army. In terms of gameplay, ALEPH primarily relies on specialized infantry, a wide spectrum of support Remotes, and ultra-heavy infantry models. Even ALEPH's most basic combat units are comparable to elite choices from other factions. Many ALEPH units also possess tremendous durability, granted by Special Rules or Equipment, that makes them very difficult to overcome on the tabletop. Such durability is common on ALEPH units, and grants even their light infantry a survivability that rivals the Heavy Infantry of other factions. Almost universally, ALEPH units are fast, skilled in combat, possess above-average Ballistic Skill, Physicality and Willpower values, and often possess good Armor and Biotechnological Shielding as well (BTS.)
Note that these technological advantages are (unsurprisingly) accompanied by a high point cost. ALEPH units tend to be expensive, and even their most basic choices tend to have prerequisites that must be bought and paid for in in order for them to be fielded. In addition, ALEPH units often depend on features such as Optical Disruption Devices or V: No Wound Incapacitation, which (while powerful) are highly vulnerable to specialty counters. In addition, ALEPH is very limited in terms of heavy firepower. Hard-hitting weapon systems such as Heavy Machine Guns and Missile Launchers are few and far between among ALEPH units.
Despite these modest disadvantages, however, ALEPH is a fast and skilled force that can be frustratingly difficult for an opponent to kill. In particular, an ALEPH force is capable of stacking tremendous odds in its favor during any engagement or firefight. This article will discuss the special rules and equipment that are prevalent among ALEPH units, provide an overview of the general, non-Sectorial ALEPH army list (affectionately referred to as "Vanilla ALEPH") as well as the units that can be included in the Assault Subsection Sectorial, or the "Steel Phalanx".
A General Overview of the ALEPH Faction
Pros
• Skilled units and strong statlines
•The varied and flexible unit types in Vanilla ALEPH can accomodate almost any playstyle, with lots of unit diversity.
• Specialty equipment available as standard on most ALEPH models, including an abundance of Multispectral Visors, Thermoptic Camouflage, Optical Disruption Devices, Nanopulsers and Monofilament weaponry.
• High speed and mobility throughout the faction
• Fantastic durability on most units, with protective equipment, good ARM, V: No Wound Incapacitation and strong BTS present on many units.
• Impressive Close Combat capability on Greek/Homeridae units
• Easy and abundant access to Smoke Grenades
• High Willpower (WIP) allows many strong Lieutenants, Hackers and Specialists.
Cons
• Reliance on V: No Wound Incapacitation creates a notable susceptibility to Viral and Shock ammunition
• Small, elite forces means they are often outnumbered, with no disposable units or cannon fodder.
• Relying too heavily on Smoke/ODD can create problems against Multispectral Visors and Direct Template-heavy opponents
• Abundance of rare special rules can be difficult for new players to grasp
• Relies mostly on small arms, lacking heavy weaponry and ordnance
•Abundance of Cubes makes them vulnerable to Sepsitor Attacks
•High level of technology makes weaponry and gadgets susceptible to E/M Ammunition.
Common ALEPH Special Rules and Equipment
Using Impetuous
Many ALEPH units, notably the Steel Phalanx/Homeridae units and characters, are Frenzied. Frenzy is interesting, essentially stating that once a Frenzied model kills an enemy unit it becomes Impetuous. Impetuous is a rule that every player should be conscious of, both for their own units as well as enemy models. Impetuous demands that at the start of their turn, all Impetuous models receive a "free" order that must use as a Short Movement Skill directly towards the closest enemy model. As the name "Impetuous" implies, this can be a double-edged sword when it comes to controlling the discipline of your units. The advantage of Impetuous is that it is a free order, and that the second short skill of your Impetuous order can be any skill you choose; you can shoot, you can Dodge, you can throw Smoke Grenades, you can go prone, or you can simply keep running towards or away from the enemy. So while an Impetuous models may run the risk of dashing into your opponent's Line of Fire, they will not eactly be defenseless. Note, however, that a canny opponent can create strong ARO traps to gun down Impetuous models as they advance. Note, however, that a canny ALEPH player can often use Imptuous in his favor: with ODD, great firepower and Smoke Grenades, Myrmidon-type units especially will often survive an opponent's ARO. If you are particularly concerned about this risk though, you can always spend an Order from your Order pool to restrain the Impetuous model and keep him where he is. Note that players who regularly use Impetuous will often deploy at the start of the game with this Special Rule in mind, but the danger of Frenzy is that a model may not be Impetuous until the game is halfway over. You may not remember that one of your models has killed an enemy, and your opponent may remind you of it in order to encourage your model to run directly into harm's way. Similarly, a model may become Impetuous close to enemy lines, running into harm's way without support or an avenue of retreat. As a result, Frenzied units require some forethought to use once they engage the enemy. Note that by linking a Frenzied model, they automatically become Not Impetuous. Even if they kill an enemy model, when the link breaks they automatically revert to "Frenzy", so are essentially immune to the Frenzy rule for as long as they are part of a Link Team.
Using Smoke and Visors/Direct Template Weapons.
Many ALEPH units, notably Myrmidons and the Homeridae, come standard with Smoke Grenades and Zero-V Smoke Grenades. The uses here are many. Obviously, Smoke fields allow you to maneuver models, advance towards or move away from the enemy safely, grab objectives, or even defend yourself in ARO using smoke fields to disrupt Line of Fire between your units and hostile models. Note that Multispectral Visors, Level 2 or higher, can ignore the effects of Smoke Grenades. ALEPH, however, has a number of units equipped with Zero-V Smoke can even defeat Multispectral Visors. It is also worth noting that Smoke also provides a useful offensive tool for models equipped with Multispectral Visor Level 2+ as well as Direct Template Weapons. Models with MSV2+ can fire through a smoke field, granting them a "first strike" capability in a similar fashion to Combat Camouflage. The ALEPH model, using his Visor, can fire accurately through the smoke and force the opponent to eat the full burst of their weapon before that opponent gets to respond. In addition, that enemy ARO will suffer a -6 Penalty for shooting through a Zero Visibility Zone, in addition to any other modifiers present (including Cover and ODD!) This means that Devas, Agemas (including Atlanta), and Asuras can easily gun down unsuspecting opposition before they get a chance to respond. Just be wary of enemies with 6th Sense or Multispectral Visors, who will be able to respond in ARO as normal.
In addition, Direct template threats are a strong advantage when paired with Smoke Grenades. Many ALEPH infantry possess a Direct Template weapon in some form, ranging from the Nanopulser to Chain Rifles and heavy Flamethrowers. All models with Direct Template Weapons are capable of performing Intuitive Attacks through smoke. By passing a WIP check as a Long Skill, they can fire through smoke at models beyond. The enemy, in response, will suffer the penalty of returning fire through smoke. This is a great way to protect your models when using Direct Template weapons, which are normally a risk to their users who cannot defend themselves with a Face-to-Face roll. The downside of this approach, of course, is that it is order intensive. First you must throw a Smoke Grenade in the proper place, then maneuver the Direct Template Wielder where you want them, then Intuitive Attack (a long skill that requires a successful WIP roll.) As a result, this approach should only be utilized if you are willing to expend the necessary orders.
Managing V: No Wound Incapacitation
V: No Wound Incapacitation (or NWI) is practically a hallmark of ALEPH units. Combined with the prevalence of Optical Disruption Devices, it gives ALEPH units the astounding survivability for which the entire faction is well known. NWI is common amongst Vedic and Greek units alike, and is very common on Homeridae characters. Not only does NWI give the Valor ability to its models, allowing precise control when they are called upon to pass Guts tests, but also allows them to keep fighting even when Unconscious. Rather than passing to the Unconscious state, going prone and awaiting rescue from a Doctor or Paramedic, models with NWI will continue to fight and function as normal in a similar manner to having two Wounds on their profile.
That being said, NWI is not the same as having a "proper" extra Wound. If a model is killed outright, either by suffering too many Wounds, then NWI is bypassed and the model simply dies. Also, certain ammunition types (notably Shock and Viral) will Kill 1-Wound models outright, sending them straight to the Dead state and ignoring the presence of No Wound Incapacitation. In addition, common ammunition types that can force multiple Wounds (Fire, Double Action, Explosive) remain a constant threat that can kill a NWI model in one hit with just a couple failed Armor Saves.
When putting NWI models on the table, be very conscious of Viral ranged and melee weapons, Antipersonnel Mines, Shock close combat weapons, and other threats that automatically bypass No Wound Incapacitation. A clever opponent will certainly look to leverage these ammunition types against your more durable models, so be aware of which hostile units have them.
Using Optical Disruption Devices
One of the single greatest advantages available to ALEPH is the extreme abundance of Optical Disruption Device, or ODD. In particular, ODD is essentially the identifying mark of all Myrmidons and Myrmidons characters. ODD is a shockingly effective advantage; it simply provides a -6 Penalty to all enemy models targeting the wearer, making them extremely hard to hit with weapon fire. If a model with ODD is sitting in Partial Cover, and also stacking range bands in his favor, it is very easy for Myrmidons to be at -12 to Hit! Even in a close-range firefight, a Ballistic Skill 12 opponent is often needing 6s or less to hit a Myrmidon in Partial Cover. This is a staggering advantag, and the applications here are very versatile. In standard gunfighting face-to-face rolls, it is very hard for standard units to overcome such a strong advantage. In offense, this allows Myrmidons to comfortably advance using a high Burst weapon to protect themselves, and even allows aggressive moves with Direct Template Weapons such as Chain Rifles or Nanopulsers with a reasonable expectation of surviving the encounter. In addition, a Link Team of Myrmidons and Myrmidon Characters becomes very tenacious in defense, using their link bonuses and ODD to even the odds even against tough active turn opponents with high-Burst weapons. Note that deliberately exposing your troops to hostile fire in your opponent's active turn is always a risk, with no guarantee of success, but it is entirely true that Myrmidons are very, very good at it.
That being said, ODD does come with limitations. Savvy opponents will avoid standard gunfights with ODD models, instead focusing on a few simple techniques to bypass that difficult -6 Penalty. The most obvious asset against ODD are Multispectral Visors. MSV2 and MSV3 will negate ODD entirely, turning the Myrmidons into expensive ARM2 line troopers waiting to get shot up. During deployment, always be aware of any Visor threats on the table. Even more common than MSV are simple direct template weapons, such as Chain Rifles or Flamethrowers. In addition, all varieties of Mines, (most commonly Antipersonnel, but also Viral and Monofilament) are also a huge threat since they hit automatically and bypass the advantage of ODD. Mines are especially dangerous to ODD-wearing Myrmidon characters, since all three Mine ammunition types will not only ignore ODD but can also bypass the No Wound Incapacitation that the characters rely on for survivability. Regarding care and maintenance of ODD, be cautious around Flamethrowers and other sources of Fire ammunition. One hit from Fire Ammunition (even if the damage is negated by a successful Armor Save) will "burn" the ODD and render it completely ineffective for the rest of the game. Note as well that Speculative Shots, such as lobbed grenades or grenade launchers, also ignore Optical Disruption. In some cases, an opponent may prefer bombarding Myrmidons from Total Cover rather than facing them directly. In these situations, be cautious around TAGs or high-Ballistic Skill troops with weapons capable of Speculative Shots. Make use of tall buildings/terrain and their corresponding Shadow Zones to protect your units! In the case of Mines and Direct Template Weapons, long range is your greatest asset since these threats are, of course, very short range and only effective in close quarters. Make advantageous use of AROs to keep these kinds of threats at a safe distance.
Unit Overview
The following is a summary of the full roster of ALEPH units, their relative advantages and disadvantages, and their recommended roles within a list. Note that each entry includes general information about the unit, as well as specific details on each weapon or equipment loadout available.
Light Infantry
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Deva Functionaries
Pros
•Good Survivability with ARM2 and V: No Wound Incapacitation
•Broad spectrum of equipment loadouts allows them them to fill multiple roles in an ALEPH list.
Cons
•Relatively high point cost
•Vulnerable to Shock and Viral Ammunition
Recommended Roles
•Frontline killer for countering Camo/TO/ODD models
•Hacker and Infowar Support
•Lieutenant or "fake" Lieutenant
Deva Functionaries are a common staple of Vanilla ALEPH lists. They're capable of fulfilling a broad spectrum of battlefield roles, from support unit to primary damage dealer. With solid Movement and Ballistic Skill, as well as coming standard with a Direct Template Weapon, they can act aggressively on the battlefield, and also come with above-average ARM and BTS by the standards of Light Infantry. One of their primary features is V: No Wound Incapacitation, effectively giving them a second wound and pushing them into the realm of pseudo-Heavy Infantry. Just beware of Viral and Shock Ammunition...
• Combi, 23, 0 SWC: Combi Rifle, Nanopulser, Pistol, Knife
Very standard, this setup certainly is not bad. However, ALEPH has cheaper options if you are looking to bulk up your order pool, and the Deva really shines when you start investing in her broad spectrum of specialty equipment choices. Perhaps at its most useful in small point games, but Devas offer a specialty support and combat role that really benefits from having a few more points invested in them. This is especially true when you notice that a mere 3 points more will buy a Deva a quick backup Heavy Flamethrower-wielding Devabot as a companion.
• Lieutenant, 26, 0 SWC: Companion: Devabot, Lieutenant, Combi Rifle, Nanopulser, Pistol, Knife
• Devabot, 27, 0 SWC: Companion: Devabot, Lieutenant, Combi Rifle, Nanopulser
Both the LT and Devabot loadouts are virtually identical, except one allows the Deva to function as an army Lieutenant. Not only do you get the durable and skilled Combi Rifle/Nanopulser weapon that is the Deva, but you also get a mobile 6-4 Devabot. The Devabot shadows the Deva thanks to the Ghost: Synchronized rule, providing a second set of eyes and also means the Devabot mirrors the actions of the Deva. When the Deva spends an Order, both the Deva and Devabot perform the action. This allows both models to attack the same (or separate) models simultaneously. This is fantastic for overwhelming a single enemy model, combining the potency of the Deva's accurate Combi Rifle fire with the destructive Heavy Flamethrower of the Devabot, or allows them to split their efforts against different threats. Since the Deva and Devabot acting in tandem only provides an enemy model with a single ARO, this limits an opponent's ability to effectively respond to a G: Synchronized attack. The Devabot is an excellent offensive asset for chasing down clustered enemy troops or ODD/TO threats, but can also watch the back of the Deva and help provide defense and area denial with its dangerous Heavy Flamethrower AROs. When both models go on the offense together, you force your enemy to choose which target to respond to. Note, of course, that the Devabot must say within the Zone of Control of the Deva.
As a Lieutenant, the Deva is a solid choice with her decent durability and strong WIP15 for pre-game rolls. Just be careful though, as this can be a fairly obvious LT choice that opponents will certainly gun for. Consider including Chain of Command if you opt to make this lady your Lieutenant, so you can continue to use her offensively if necessary.
• Sensor, 26, 1 SWC: Sensor, Combi Rifle, Nanopulser, Pistol, Knife
A more limited choice, this option remains valuable in Metas or matchups heavy on Camouflage. The ability to reveal Markers can be a strong asset against opponents like Nomads or Ariadna who rely heavily on camouflaged troops and mines. With a bit of luck, it is also possible to reveal Hidden Deployment models. Use this model to patrol a midfield full of Camouflage Infiltrators, or reveal TO Camo threats who are otherwise difficult to Discover and Engage directly. The Sensor is also particularly useful for discovering mines, allowing you to scan the mine through a wall or intervening terrain without exposing yourself to mine's template blast. The biggest downside of Sensor is that it is an order-intensive process that does not automatically inflict damage, so utilize it as a valuable support asset.
• Spitfire + MSV, 34, 1 SWC: Spitfire, Multispectral Visor Level 2, Nanopulser, Pistol, Knife
This is a very strong choice and a true asset of Vanilla ALEPH. For relatively few points and SWC, ALEPH players can get a pseudo-Heavy Infantry model that is a scary Gunfighter with BS12, and (perhaps more importantly) can engage opponents with Camouflage, Mimetism, Thermoptic Camouflage and Optical Disruption Devices with ease. Not only can the Deva blast them apart with ease, suffering no modifiers from their abilities/equipment, but can also Discover them reliably with her strong WIP15. This is one of the Deva's most popular configurations, forming a versatile and deadly cornerstone combat unit for any ALEPH list.
• Hacker, 35, .5 SWC: Hacker, Hacking Device, Combi Rifle, Nanopulser, Pistol, Knife
With WIP15 and BTS -3, a Deva Hacker is a strong offensive/defensive Hacker who still retains her respectable combat capability. While significantly more expensive than most of the other configurations, she is a valuable asset for players who want to utilize or defend against Infowar. Note that this model is nearly identical to the Posthuman Mk1 Hacker, while being approximately 50% more expensive. The Posthuman Mk1 is a good alternative for players who find the Deva hacker appealing.
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Thamyris
Pros
•Only decent Hacker available to Steel Phalanx
•Only ALEPH Hacker available with Markers
Cons
•Expensive point cost for a support model.
•Not fully optimized for either Hacking or Close Combat
Recommended Roles
•Hacking Support and Defense for Steel Phalanx
•Marker support for an Asura with Hacking Device Plus.
•Journalist upgrade for Paradiso campaigns.
• Thamyris, 29, .5 SWC: Marker, Nanopulser, Assault Pistol, Knife.
Thamyris is the designated propaganda expert and War Correspondent for the Steel Phalanx. He is competent in a firefight with BS12, an Assault Pistol and V: No Wound Incapacitation for added durability. This makes him good at defending himself, engaging nearby opponents with that high Burst, but he is clearly geared for suppor: he is a good hacker with WIP14, BTS -3. In a Hacking role, Thamyris has a few notable features: First, his Hacking profile is the best one available to the Steel Phalanx, and is essentially their only way to meaningfully participate or defend against Infowar. Second, he comes with Journalist L2, making him an asset during Campaign: Paradiso missions. Third, he is the only model in ALEPH who comes with Markers, giving him the ability to fire a Repeater across the table and thereby allow himself and friendly models to Hack through it.
The Marker is a particularly interesting ability, because it relieves ALEPH of the difficulty of having to run a Hacker/Repeater close to a target to Hack. When Thamyris is acting alone, he can fire Markers at enemy models to efficiently Hack them, or he can utilize them as a strong Defensive asset. By firing Markers near objectives, rooftops or major lanes of advance, he can ARO Hack any Heavy Infantry, REMs or TAGs that try to maneuver nearby. This can help give Vanilla ALEPH lists and Steel Phalanx greater Defense against those types of enemy models, and is especially great for Steel Phalanx to increase their midfield and objective defense capability. For players particularly interested in Offensive Hacking, or using the Asura's Hacking Device Plus for Guided Missile launches, Thamyris should be considered as an asset.
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Sophotect
Pros
•Extremely competent Doctor and Engineer
•Fast speed and durability
Cons
•Expensive for a support role
•Doctoring and Engineering can be Order-inefficient
Recommended Roles
•Objective capturing for ITS and Paradiso
•Doctoring and Engineering Support for large games
•Sophotects, 31, 0 SWC: Combi Rifle, Pistol, D-Charges, Knife
The Sophotect is a one-stop shop for all healing and repair needs. Possessing both the Doctor and Engineer skills plus strong WIP15, she can reliably repair damaged Remotes, fix E/M or Adhesive-Immobilized targets, clear mines, and patch up the injured. With quick 6-4 Movement and the survivability of ARM2 and V: No Wound incapacitation, she can quickly move around the table and survive light enemy fire to reach her destination. Add in D-Charges, and she can blast apart Immobilized models at close range or make runs to demolish buildings for ITS Classified Objectives. The downside, of course, is that all this ability comes with a pricetag. She's nearly triple the cost of other equivalent Doctors and Engineers in other factions, making her more of a dedicated investment rather than a support piece. If the points are available, consider partnering her with one or two Yudbots to allow her to respond more quickly to injured/damaged models across the table.
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Ekdromos
Pros
•High Physicality for an Airborne Deployment unit
•Comes with a Nanopulser on all loadouts
•Super-Jump provides extreme mobility across varying terrain types
•Close Combat prowess and Martial Arts
Cons
•Frenzy
•Expensive compared to other Airborne Deployment units
•Lacks the defensive assets of comparably priced AD units, such as multiple Wounds or Mimetism
Recommended Roles
•Fast attack flanker
•Mobile objective capper for ITS and Paradiso Missions
The Ekdromoi are the Assault Subsection's Airborne Deployment Troopers, skilled warriors who drop onto the battlefield or behind enemy lines to engage at close range. The Ekdromoi are a strong asset for any ALEPH force. With above-average Physicality and strong Ballistic Skill, they can reliably drop onto the table and threaten the enemy with a variety of weapons. In particular, their standard Nanopulser makes them lethal to clustered enemy models, and their strong ability in close combat gives them V: Courage and reliable killing power should you decide to commit them to close combat. Ekdromoi also come standard with Super-Jump, a notable asset for navigating dense or tall table terrain. Not only does Super-Jump allow a model to potentially take "shortcuts" by leaping over intervening terrain, rather than moving around it, but also allows Ekdromoi to quickly assault models on rooftops or elevated platforms. Bear this advantage in mind when utilizing the Ekdromoi in assault; the mobility provided by Super-Jump can allow the Ekdromoi to avoid traps like Mines or Direct Template Weapons by moving over buildings to circumvent them. As an offensive asset, Super-Jump allows Ekdromoi to quickly reposition to high vantage points, where he can go prone to receive the Cover bonus for being at a higher elevation than the enemy, as well as potentially flanking hostile models catch them outside of Cover themselves. A model with Super-Jump can also leap vertically with their first Short Skill, draw Line of Fire to an enemy to engage them, and use their second Short Skill to fire while at the apex of their jump. This allows the Ekdromoi to improvise with his assaults, leaping up to the level of platforms or rooftops to engage the enemy, retaining cover for himself without having to risk using well-defended stairs or elevators.
In terms of armament itself, note that Ekdromoi can be equipped a variety of different ways with a variety of different point costs. It is important to balance the risk-versus-reward of spending a lot of points on them: utilizing Airborne Deployment troops can be a dangerous and risky proposition, and the fact that they do not contribute their Order until they enter play are notable disadvantages. For a more conservative approach, remember that it is always possible to downgrade AD: Combat Jump to AD: Airborne Infiltration, increasing the reliability of the Ekdromoi when they arrive on the table. Alternately, combine Ekdromoi with an EVO Repeater to enhance their Physicality using AD:3.
•Chain, 22, 0 SWC: Chain Rifle, Nanopulser, Pistol, DA Close Combat Weapon
Backline template death, the Chain Rifle can be a huge payoff if you are able to hit multiple fragile models with the Chain Rifle template. This is the cheapest of the configurations, but also the most vulnerable since the Chain Rifle does not allow the Ekdromoi to protect itself with a Face-to-Face roll. Use this configuration if you commonly face tightly-clustered and fragile opponents, but note that the Chain Rifle is slightly redundant since all Ekdromoi also come with a Nanopulser as well.
•BS, 31, 0 SWC: Boarding Shotgun, Nanopulser, Pistol, DA CCW
If you trust in luck, the Boarding Shotgun is a strong asset for either engaging clustered enemy models from further range than the Chain Rifle, or for pounding an enemy TAG or Heavy Infantry with Armor Piercing slugs. Beware though: the low Burst and short range bands of the Boarding Shotgun make it vulnerable in a gunfight, making the Ekdromoi vulnerable to return fire. This can be a potent high-risk, high-reward option. In tandem with the Nanopulser, the Boarding Shotgun offers a way for players to threaten enemy models with a template while also using a face-to-face roll to protect their model, but lacks the reliable and unavoidable threat that a Direct Template Weapon offers.
•AP, 31, 0 SWC: Combi Rifle, Nanopulser, Pistol, AP CCW
•Combi, 31, 0 SWC: Combi Rifle, Nanopulser, Pistol, DA CCW
Both of these configurations are identical, except for the Armor Piercing versus Double Action Close Combat Weapons. The notable advantage of this setup is the Combi Rifle. With respectable burst and good accuracy at short range bands, this weapon can easily pick off lone models and allow the Ekdromoi to defend himself well by rolling more dice when firing. This is a good mid-range option, balancing low point cost with firepower. When selecting a close combat weapon, the DA is often the preferable choice against a broad spectrum; if you find yourself engaging in melee, DA yields better results against almost all opponents (even armored ones). The AP CCW is preferable only when you choose to go TAG hunting, committing the Ekdromos to melee against ultra-heavy armor. Generally though, the DA selection will provide you with the best melee hitting power.
•Hacker, 34, .5 SWC: Hacker, Hacking Device, Chain Rifle Nanopulser, Pistol, DA CCW.
Similar to the Chain Rifle loadout, but with a 50% increase in point cost and with the addition of a Hacking Device. The main role of this configuration is quick surprise Infowar Attacks, letting him hack (or serve as a Repeater for a better ALEPH Hacker) within 8 inches of an intended target. For players interested in utilizing Hacking, this model can be a valuable surprise asset. Also, this model is incredibly valuable in ITS or Campaign: Paradiso play, capable of dropping onto objectives to capture them with maximum speed and order efficiency. Since most Paradiso campaigns do penalize Infiltrators, but not Airborne Deployment, this is a nice way to quickly reach an objective.
•HMG, 40, 1.5 SWC: HMG, Nanopulser, Pistol, DA CCW
Maximum point cost, maximum firepower. This is one of ALEPH's few Heavy Hachine Guns, and it can end games with good judgement and a bit of luck. That being said, having a big gun doesn't make the Ekdromoi any more durable or reliable when they land. If you can get the Ekdromoi into a decent position however, the Heavy machine Gun is perfectly capable of shredding light infantry and threatening even Heavy Infantry and TAGs. For players who want maximum return from their drop troops and have the SWC to spare, this is a lethal choice.
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Diomedes
Pros
•High Physicality for an Airborne Deployment unit
•Fantastic durability with No Wound Incapacitation
•Super-Jump provides extreme mobility across varying terrain types
•Versatile weapon options give him multiple modes of attack
•An Ekdromoi without Frenzy!
Cons
•Highly expensive considering the risk of using Airborne Deployment
•Vulnerable to Shock/Viral ammunition
Recommended Roles
•Fast attack flanker and shock trooper
•Diomedes, 44, 0 SWC: Mk12, Nanopulser, Assault Pistol, DA CCW
What is true for the Ekdromoi is true for Diomedes, but he is perhaps the finest single purchase from all options available. As the leader of the Ekdromoi, he utilizes their Airborne Deployment capability and combines it with strong shooting and close combat prowess. Unlike regular Ekdromoi, however, he boasts V: No Wound Incapacitation for fantastic survivability by the standards of an AD trooper. In addition, he has weaponry for all occasions. His Mk12 gives him accuracy and punch out to medium range bands, his Nanopulser can murder clumped models or give him strong AROs against tough-to-hit opponents. Especially noteworthy is his Assault Pistol, a rare piece of equipment in ALEPH that allows Diomedes to let loose with the lethal Assault Pistol for a high-burst, accurate weapon in short range engagements. Diomedes, like his Ekdromoi brethren, also comes with Super-Jump. As with the Ekdromoi, Super-Jump is a strong asset for creating the most favorable firefights possible to get maximum usefulness out of Diomedes. In particular, Diomedes appreciates Super-Jump due to his diverse weapon loadout. Navigating terrain with Super-Jump can allow him to avoid alleys and streets, closing with the enemy to engage with his high Burst Assault Pistol or Direct Template Nanopulser. Similarly, the Mk12 provides him with longer effective range than a mere Combi Rifle or Boarding Shotgun, so he is quite effective at medium range bands. This allows him to leap up to rooftops or other sniper nests, able to engage enemies from a safer distance without any less in rangeband accuracy. Unsurprisingly, all of these assets come with a steep point cost. That being said, Diomedes is one of the finest drop infantry to be found in Infinity.
Note that Diomedes also comes with a Lieutenant option, a choice that really cannot be considered as viable at this point in the game. Since Diomedes begins the game off the table, he starts his force in Loss of Liuetenant, and Chain of Command cannot bypass this disadvantage since Diomedes is not technically dead and removed as a casualty. For the time being, this choice should be avoided.
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Posthumans
Pros
•Very strong stats and equipment for cheap point cost
•Ghost: Jumper rules allows all proxies to declare an ARO, even those outside Line of Fire.
•Fulfills strong support and specialist roles
•Continues to contribute an order until the last Proxy is dead.
Cons
•Multiple Proxies still only contribute one order to the pool
•Posthuman Mk2 automatically reveals itself when it becomes "proxy active"
•Options for AROs are limited until the model is "Proxy Active"
•Needs Netrods for maximum usefulness
Recommended Roles
•Inexpensive Specialist/Healing Support
•Midfield Sniper/Skirmisher
•Midfield offensive Hacker or support Repeater
•Heavy Infantry assault option
The Posthuman is a unit type unique to ALEPH. The Posthuman is essentially a digital being, a consciousness that exists outside the physical world and is capable of inhabiting, or "jumping", between different bodies known as Proxies. In game terms, this is represented by the Posthuman's unique "Ghost: Jumper" rule. When you select a Posthuman for your list, you always select two to three Proxies for it to inhabit. These proxies come in three forms: The Posthuman Proxy Mk1, a Light Infantry who can function as a Doctor, Engineer or Hacker. The Posthuman Proxy Mk2, equipped with Thermoptic Camouflage. The Posthuman Proxy Mk3, a Heavy Infantry choice. You may purchase all three proxies if you wish, or only purchase two, but you must have at least two proxies and each version is AVA1.
The Proxies deploy on the table as normal, but the Posthuman is only able to inhabit one Proxy at a time. This is represented by putting the "Proxy Active" marker next to the active Proxy. This Proxy then acts and fights normally on the tabletop. The empty Proxies can only perform limited AROs during this time. The Posthuman can choose to occupy any Proxy for free when it spends a new order in the Active turn, or can use an ARO to jump between proxies in the reactive turn. Most notable, no matter how many Proxies you purchase for your list, the Posthuman only ever contributes one order to your order pool. So even if you purchase all three Proxies for your posthuman, they all only count as a single order. For this reason, many ALEPH players choose to only use two Proxies at a time; this allows them to access the Proxy models they want the most, but does not deplete their order pool too much. In addition, if a Proxy dies while it is Proxy Active, the Posthuman is "trapped" in the Unconscious or Dead body and cannot activate another Proxy unless a Netrod is present on the table. Note that the Posthuman's Proxies are Light Infantry, Heavy Infantry and Skirmisher models, but are all described below for the sake of completion.
The reason to take a Posthuman essentially boils down to simple point cost; they provide fantastic abilities and stat lines for much cheaper than another ALEPH unit of comparable ability. Because of the limitations of the Ghost: Jumper rule, as well as the fact that Proxies occupy Combat Group slots but do not all contribute orders, all Posthuman Proxies are heavily discounted. The Proxy Mk1, for example, provides a very skilled, fast, durable Doctor, Engineer or Hacker for extremely few points compared to the Doctors/Engineers/Hackers of other armies. Similarly, the Posthuman Mk2 provides a deadly BS13, TO-Camo equipped Infiltrator with V: No Wound Incapacitation for nearly half the price of a comparably equipped Dasyu. This allows an ALEPH player to field additional highly skilled and dangerous models for very few points.
Posthuman Proxy Mk1
•Doctor, 14, 0 SWC: Doctor, Combi Rifle, Nanopulser, Pistol, Knife
•Engineer, 14, 0 SWC: Engineer, Combi Rifle, Nanopulser, Pistol, D-Charges, Knife
•Hacker, 22, .5 SWC: Hacker, Hacking Device, Combi Rifle, Nanopulser, Pistol, Knife
This is a dedicated support choice that is also skilled in a firefight. With good 4-4 Movement, strong Ballistic Skill, a Combi Rifle and No Wound Incapacitation, it is a notable threat to nearby enemies at short and medium rangebands. As a Willpower 15 model, it is also a strong Doctor, Engineer or Hacker based on the needs of your force. For ALEPH players looking to field Remotes, the Mk1 Hacker is an inexpensive option that "authorizes" the use of Remotes for your army.
Posthuman Proxy Mk2
•Hacker, 27, .5 SWC: Hacker, Hacking Device, Boarding Shotgun, Nanopulser, Pistol, Knife
•Sniper, 29, 1.5 SWC: MULTI Sniper Rifle, Nanopulser, Pistol, Knife
The TO Camo and Infiltration Skirmisher, the Mk2 can act as a forward Hacker packing a Combi Rifle and Nanopulser, or can wield a MULTI Sniper Rifle with very potent BS13. At -6 to be Hit and V: No Wound Incapacition, it is also very durable in a firefight. The main disadvantage of the Mk2 is that it automatically reveals itself when it becomes Proxy Active, requiring you to spend an addition order if you wish to recamo and utilize Combat Camouflage. This model is a fantastic bargain for its point cost, despite the minor disadvantage.
Posthuman Proxy Mk3
•Spitfire, 30, 2 SWC: Spitfire, Nanopulser, Pistol, Knife
The Mk3 is a strong all-around Heavy Infantry choice. While lacking the specialization of the Asura, or the raw durability of the Homeridae Heavy Infantry, the Mk3 is quick with 4-4 Movement, durable with 2 Wounds, ARM4 and BTS -3, and perfectly capable in a firefight with her Spitfire and Nanopulser. At a mere 30 points, the Mk3 is a bargain.