Due to the sheer size of this material, I had to divide it into 2 posts.
Qapu Khalqi
Qapu Khalqi - which can be translated as "Men of the Gate" - are the military force of the Funduq Sultanate: the part of the Haqqislam that is responsible for Silk transport and commerce in general, including protecting the Caravansarai space stations, Haqqislamite trade fleet and whatever trade interests the Haqq state does have out there. This includes letters of marqee, allowing Haqq-aligned corsairs to prey upon competitive shipping. A good deal of the Silk Route's protectors are private security companies, contractors and soldiers of fortune - mercenaries in short - who are also used by the Sultanate military.
General overview:
Qapu Khalqi are masters of Fireteam shell games due to Hafza's ability of Holoprojecting as someone else and linking with any QK Fireteam: Core or Haris. There are also two MI units with Fireteam: Duo ability.
We are short on Infiltrators (only the al'Hawwa), trustworthy AD (Yuan Yuan make excellent finger in the eye disruptions to enemy line, and are super-cheap, but not exactly reliable or easy to control, Bashi Bazouk are somewhat limited with AD 1), so a Ragik Spitfire blitzkrieg is out of menu, and almost deprived of Mines (only al'Hawwa Sniper, though the Ghulam FO and one of the Bashi Bozouk pack E/Maulers).
Our TAGs are lightweight and inexpensive - not the MBT category - requiring a skillful commander to make good use of them.
Light Infantry review:
Light Infantry are our main troops. They are fragile with their ARM of 1-2 and W 1, but not too fragile. And they are quick. MOV 4-4 means you can move them a lot and get into position where they will be in an advantage. Also, they are typically inexpensive, so you can recruit specialists for a sensible cost.
Al'waziri, the Corregidor's Algulaciles, Nomad Mercenaries in QK service. Cheaper than Ghulam and not linkable, they make good Order Monkeys, and can be used to bring in a Hacker a few points cheaper than Ghulam. However, they are typically 2pts cheaper than equivalent Ghulam loadouts, which makes them a little less attractive than 2ed. veterans are used to. AVA: 4, no Fireteam ability.
- 10/0 Rifleman. That's the Order Monkey of Qapu Khalqi, does great when you need a cheap model to sit on its butt and generate Orders. On his own, he's roughly as competent as a Ghulam, so feel free to press him into action against a target of opportunity. However, the inability to work in Fireteams makes him less than ideal choice for offensive operations. Makes a good, inconspicuous cover for a Hafza Lt.
10/1 Lieutenant. Unless you are looking for a cheap Lt. for a fully Merc QK force (some folks like to put together QK lists with no Haqq models in them for that mercenary feel), don't bother with him. He can't work in a Link Team, costs SWC, is rather squishy and his WIP is substandard to Haqq.
12/0 Forward Observer / Deployable Repater. It is the cheapest Forward Observer QK can field. However, the Ghulam FO makes up a very strong competitor - more competent and just 1 point more expensive, though not carrying a Deployable Repeater.
12/0 Paramedic. With a wide access to Doctors (Ghulam Doc being 4pts more expensive, and more effective by a whole order of magnitude), I can't really see a point to field Algulacile Paramedic.
14/1 Grenadier. Skip that option, equivalent Ghulam Grenadier is 1 point cheaper and can work in a Link Team.
18/1 HMG gunner. If you have a hole exactly in her shape - i.e. you have 18pts and 1 SWC to spend, and want an additional HMG, she's a viable option. Otherwise, a Ghulam HMG costs 20 pts and 1 SWC.
18/0,5 Hacker. The cheapest way to field REMs in QK, as he is 2pts cheaper than Ghulam Hacker - that's his edge. Otherwise, there are better Hacker choices in QK, but depending on the role you plan for your Hacker, it can be a viable choice. If he is there merely to enable the drones to be fielded, he's a logical choice, and he's an average Hacker on his own.
18/1.5 Multi Sniper Rifle. SWC costly, and without the Fireteam bonuses, but she packs a MultiSniper punch compared to her Ghulam equivalent. Naturally, you could also use a Kaplan, if you want a MSR in QK with all the trimmings...
15/1.5 Missile Launcher gunner. While this choice is 2pts cheaper than a Ghulam equivalent, the ability to Link tips the scales definitely in Ghulam ML's favour. Skip this one.
Bashi Bazouk. Corsairs, pirates and general up-to-no-good. Difficult to control, yet cheap AD Irregular (though not as cheap as Yuan Yuan), but he has a nice survival ratio thanks to Holoprojector L2 and ARM 2. Bashi Bazouks are potentially devastating, but using them requires careful planning: AD 1 Parachutist's entry zone has to be determined during deployment phase. They can be naturally fielded on the table, skipping the AD part (this will allow them to use their variant skill, Zero-G Terrain), and even use their Holoprojector L2 in L1 mode to pose as someone else. Keep in mind that mines (and similar devices) in N3 explode automatically whenever there's a legal target in range. you can use a Holoecho to blow them up!
There are going to be changes for Bashis in HS N3 - new models and updated Holoprojector rules,said to be granting Surprise Shot ability... not to mention the ability to make the Holoechos look like a different troop.
Besides, Bashi Bazouk are not as unruly as our other AD-capable troop, the Yuan Yuan - basically, they can do a skirmisher's job. AVA 4, no Fireteam ability.
- 15/0 Boarding Shotgun. My favourite variant, this Bashi Bazouk will do great wreaking havoc in enemy's rear. Boarding Shotgun allows to engage any target up close and personal, especially if you can take a shot against its back, and 15 points I'd consider cheap for such an unit.
16/0 Rifle + Light Shotgun. Here comes the standard Haqq gun. For one point more you get longer effective range and more Burst, or - if you choose - a weaker Shotgun blast (and no AP Slugs). Less universal regarding your victims, but effective on wider choice of distances.
17/0 AP Rifle, 2 Breaker Pistols, CCW. Might be interesting if you expect to send the Bashi against numerous Heavy Infantry, and the twin Breaker Pistols aren't half bad either!
17/0 CombiRifle & E-Mauler, CCW. An AirDeployed E/Mauler makes this profile an effective counter to mechanical threats (HI,TAGs, REMs - though others won't like getting EMPed either), provided he can survive getting into range...
12/0 Submachinegun & Chain Colt, CCW As SMG in HSN3 becomes an ultra-short-ranged MultiRifle (i.e. with AP or Shock Ammo choice, optimal up to 8", and acceptable up to 16", capable of suppressive fire) this loadout has the potential for becoming my favourite Bashi. He can go after any target, he can set a Suppression Fire zone (and do so after landing in enemy table half!), and being ultra-cheap... Arrr!
Ghulam, Haqqislam's basic line infantry, and IMO one of the better basic infantries in Infinity, even if a little costly compared to Algulaciles, Fusiliers or Zanshi. They have decent stats, and access to a wide array of specialists - including an inexpensive Sniper Rifle, a Panzerfaust and a good ol' HMG. Don't miss the Ghulam Doc, she'll be doing a lot of good job saving butts of your soldiers. Ghulam are the bread and butter, and a well-managed Ghulam Fireteam is a force to be respected - in smaller games, often the game winner, and in larger - they can still do a lot of harm to the enemy. Any enemy - hail of bullets from a linked HMG can take down even a TAG. AVA: Total, Fireteam: Core
Ghulam as Core Fireteam: in a small-sized game, they are your go-to Fireteam. In larger games, they are often used as a defensive Fireteam (armed primarily with Sniper Rifles and Missile Launchers), blocking long lines of fire and providing Orders to your other units. Their ARM and BTS don't give them much staying power, unfortunately.
As offensive Fireteam, they can do fine (usually armed with a HMG), plus they have aplenty of specialist profiles to choose from. Still, in a large game, you usually have better offensive models than the humble Ghulams.
In my eyes, defensive Fireteam should have at least 2 long-ranged weapons, preferably 3. A Specialist of some kind is a good addition, though the Doc should be rather on her own (to be able to use her Nasmats). The remaining should be made up with riflemen.
An Offensive Fireteam needs a HMG, another support weapon isn't out of question (keep the Panzerfaust profile in mind, she's good for that kind of job) and one or two Specialists. Having a Doctor in an offensive Fireteam is very useful. Make the rest up with Rifles.
Ghulam as lone models: primarily useful as inexpensive specialists. The Doctor is as good as any other Doc in QK (save perhaps for Janissary Akbar Doc), and trumps the Kaplan Doc in terms of pure healing prowess. The Hacker is a bit more expensive than Algulacile Hacker, but also has that +1 WIP. You might want the Forward Observer for the same reason. The Sniper is a cheap mean of providing long-ranged ARO no one actually likes to take. The Deployable Repeater guy is one of our few models with Deployable weapons (E-Maulers), in addition to making up a repeater network, but he's no Specialist.
- 12/0 Rifleman. Most basic of the basic, he's valuable as a part of a Ghulam Link Team and cover for a Ghulam Lt. Remember (as with any Haqq rifleman) to carefully wage your chances when deciding whether to use his Rifle, or Light Shotgun - up close, a salvo from a linked Light shotgun is going to be devastating.
13/1 Grenadier. A very cheap upgrade compared to the Rifleman, only 1 point more, which makes the model a good choice in small games. And Speculative Fire can be used by a Link Team member (BS mod applicable, though Burst mode is not), huzzah!
15/0,5 Panzerfaust gunner. A cheap, disposable alternative to the Missile Launcher, Panzerfaust works great as a deterrent - no one likes to be AROed with AP EX, and especially - not one fired from a Link Team. 2 shots only (which means that in most cases it is one go), but a viable choice. Besides, if you keep a Kameel REM at hand, it will be able to resupply the Panzerfaust gunner with extra ammo (as per Baggage rule).
16/0 Doctor. The cheapest of our Docs, she's however very effective - her prime medical education (represented by Doctor Plus skill) allows her a success ratio that will turn other factions filed medics turn green with envy... Also, having a Doc in the Link Team does indeed pay off - she's going to be close to possible casaulties. Assigning her a Nasmat Assistant REM (G: Servant) is a good idea, though you might like to keep her outside of a Link then. Combining Link and a Nasmat requires some tricks to be effective 1, and will be a heavy toll on your Command Token pool.
16/0,5 Sniper. Compared to Multi Sniper Rifles commonly used by the more advanced armies, the humble Sniper Rifle may look underpowered. Well, strictly speaking, it would be great to have DA ammo on it, but the old-fashioned Sniper Rifle is still an excellent weapon (and inexpensive!) - consider that, in ARO, it has the same Burst and DAM as a HMG, plus superior range. Being Shock Ammo weapon, it poses a deadly danger to most light troops. Bring two of these in a Fireteam (just 32/1 points) and even enemy TAG will think twice about poking its ugly head around the corner. Think of Ghulam Snipers in terms of area denial rather than offensive power - they might not be killing enemies, but the very possibility of a high-powered ARO with long range is going to keep enemy models from moving into his LoS. If you have nothing better, a Linked Sniper Rifle makes an acceptable offensive weapon for long-range engagements. Switching to regular Rifles will make sense once you close into their optimum range, provided the target is not heavily armored.
13/0 Forward Observer - inexpensive, and very competent in his trade (thanks to WIP 14), FO is a very interesting addition that came in N3.
14/0 Deployable Repeater - apart from the Deployable Repeaters, this fella packs E/Maulers too - a cheap and nasty way of playing merry hell with high-tech opponents (if you can get close enough). It is not as good against light troops, but we have other tricks for these.
20/1 Heavy Machine Gunner. This is the cornerstone around which a Ghulam Fireteam should be built, if it is to have reliable offensive power2. Long range, high Burst, excellent stopping power - this is the weapon you use to kill things from away. All kind of things. Beware, however, of targets that close into your sub-optimal range. There, his team buddies with Rifles and Light Shotguns will have to do the job.
20/0,5 Hacker. Well, he's not the best hacker we can field in QK, but he's inexpensive and thanks to WIP 14, noticeably better than almost any other basic infantry's Hacker - equipped with the standard Hacking Device, he's an all-rounder. Plus, he's just as competent soldier as any Ghulam Rifleman. If you can squeeze him in a Fireteam to give him 6th Sense L2, he's a viable option.
17/1.5 Missile Launcher gunner. With Link Bonus to Burst and Ballistic Skill, a Missile Launcher makes an effective weapon - kind of Panzerfaust with additional Blast Template mode and unlimited ammo. If you manage to score a hit with is, most targets are as good as gone. Scoring, however, might be problematic due to low Burst - and stepping into favourable range band won't be that easy in N3. Still, recently I find the ML to be very useful weapon against a variety of targets, especially if they are grouped (this forces a Face-to-Face roll from each of them in ARO!). Also, I keep a very good record in blasting Total Reaction remotes with it - full Fireteam is usually able to obtain range advantage and Fireteam advantage while maintaining cover, and putting the Reaction Bot in range disadvantage (resulting in 2 shots at 14-or-less, if the REM is in cover, vs. typically 4 shots at 5-or-less).
12/0 Lieutenant. Inexpensive and effective, plus he's easy to hide in a Fireteam. He's often overshadowed by Hafza, but he's still a viable choice.
20/0.5 HMG Lieutenant. An interesting option, if you want your Lt. to see some action. A lot depends on whether using the Lt. Order will be still kicking the Lt from a Fireteam (as in 2ed) or not. If so, it will be a kind of a desperate move to use it, still, you are sometimes that one Order short from eliminating a vital target...
17/1.5 Missile Launcher Lieutenant. Again, interesting option, but I wouldn't call it outstanding. Too much lies on the interpretation of Fireteam rules in N3.
Hafza, disciples of the finest Military Academy in the Sultanate, make excellent field officers. They are the Link Team SuperGlue(TM), which makes for their most useful ability: you can make Hafza (one or two) join a Fireteam (Core or Haris) with any Fireteam-capable troop of Qapu Khalqi ("who isn't Mercenary" - yeah, I know, but ATM no QK troop has such a label!), or one Hafza with any QK Haris Team! This isn't much when you link them with Ghulam, but link them with, say, Jannissaries, and you might be getting a Link Bonuses of a 5-man Team for one copper fiq. Good infantrymen on their own, they make the best Lt option in QK due to their ability of hiding as somebody else (keep in mind they can also hide as "someone nasty you really don't want to mess with", like a HI with a heavy weapon, so your opponent will avoid him as a clear threat. At least as long as the Silhouette value does match)). Also, excellent ground to recruit a Husam SpecOps trooper. AVA 4 Fireteam: Core, Special (can include 2 Hafza into any QK Core Fireteam, or 1 Hafza into a Haris Fireteam not composed of Mercenary troops. These are now identified as Kaplan and Druze in the Hafza's description in Army 6).
Hafza as Core Fireteam: skip it. Hafza aren't that much better than Ghulam to make a fireteam made up entirely of Hafza worth it. Especially given you need to use a (Hafza-based) Husam SpecOps to reach the 5-man Fireteam.
Hafza as Fireteam: Special members. Hell yes, that's what Hafzas are for. Use them to give your Fireteams Core & Haris one of the following things:
- 1. Fortify an expensive Fireteam to full size for a few points.
2. Give a Fireteam the Specialist (FO) it wouldn't have otherwise (very useful for Odalisque Fireteams!), or even a cheap backup specialist,
3. Equip the Fireteam with a heavy weapon (Spitfire and/or HRL) it can't have or can't afford otherwise.
4. Hide your Lt in a Fireteam - for a penny. Note that he can as well be a fake Lt - once your opponent finds out there's a Hafza in a Ghulam Fireteam, he'll put him in his crosshairs as probable Lt. Which makes the Ghulam Lt. next to him way more survivable.
Hafza as single models - three major uses:
- 1. Hide your Lt. away as something that isn't likely to be a Lt, and likely won't be bothered anyway (like an Algulacile rifleman).
2. Pretend to be a big scary model (like a Djan Sniper or Janissary HMG) no-one's willing to bother.
3. Have a nasty surprise (usually a HRL or Spitfire) hidden away as something inconspicuous.
- 16/0 Rifleman. The cheapest option, and AFAIK most common. Used primarily to bolster Fireteams on a budget, even though he can look menacing (for example, holoprojecting as a Jannissary HMG) to keep enemy at bay.
16/0 Lieutenant (Rifle). A cheap (+4 pts over a Ghulam), effective (WIP 14) Lt. who can mask as another unit and join any Fireteam? Yes please! Hafza officers are one of the most common Lt. choices in QK lists, and thanks to their Holoprojectors, Fireteam protection and decent stats (plus the anonymity - it is the Lt, or just a Link fill-up?) they tend to have acceptable survival ratio.
17/0 Forward Observer. Apart of being useful in an ITS and Paradiso as an inexpensive Specialist Troop you could add to any Link Team, the FO has an excellent defensive weapon in the form of Flash Pulse - with WIP 14 he has a headlong start against most possible opponents, so there is a good chance for winning an FtF in ARO, and you may even blind the opponent for the rest of the turn...
22/1 Spitfire. Same as the Rifleman Hafza, but this fellow brings a small Squad Automatic Weapon for a small cost that can be either camouflaged or, which is more interesting, used to give a backup machinegun to an expensive Fireteam intended for another task. On the other hand, in most cases he'll be not as good Spitfire / HMG user as a member of the unit he joined...
22/1 Lieutenant (Spitfire). While he brings the best combination of all, I'd consider him to be the most risky - the opponent will likely not know him to be your Lt, but he will want to have him down to get rid of that Spitfire. Still if you have some leftover points - why not? Still, being the LT is already harrowing enough, making him even more high profile is not helping things.
18/1.5 Heavy Rocket Launcher, Assault Pistol. The HSN3 addition, this Hafza brings heavy firepower to any Fireteam - and for a really reasonable point cost. Not to mentiion - we really can use another HRL! Even though it leans heavily on your SWC allowance - the points cost is very affordable though.
Kaplan. Haqq is the faction of elite LI, and Kaplan are the most elite of them (also, most expensive, but you pay and they deliver!) with their own Doctors and Engineers, unparalelled BTS, and loads of hi-tech weaponary rarely seen in Haqqislam. Note that their Mimetism gives them a distinct edge in FtF shootouts (unless the enemy has MSV), and Courage keeps them cool under fire.
Keep in mind that Kaplan use CombiRifles instead of standard Haqq Rifle+light shotgun combo.
Your enemies will learn to fear the Sultan's Tigers. AVA 5 Fireteam: Core, but can't include Hafzas
Kaplan as Core Fireteam: one of the most popular setups among QK commanders AFAIK. Due to their cost, they don't make much sense as a defensive Fireteam. It usually gets based around a Spitfire, but personally I do often make them around the MSR. Out of a Fireteam, it provides you with an excellent long-range firepower, and up close, teamed CombiRifles are good enough. Taking both these weapons is fine, but a mite expensive, especially SWC-wise.
A team can well use a Specialist, usually a Doctor (to have him close to potential wounded), but for some missions you could prefer an Engineer (especially if you have a TAG on your list). And if you're investing in a Kaplan Fireteam, why not both? The rest is made of Riflemen, and I suggest having a mix of Blitzens and ADHLsin your Kaplan Fireteam. Nobody likes getting AROed with either of these.
The downside is you can't cheapen a Kaplan core by using Hafzas.
Kaplan as single models: actually not that very interesting. Kaplan Doc, while very good by general Infinity standards, is inferior to other QK doctors, lacking Doctor Plus skill. He's as competent combatant as every other Kaplan, but in the general roster he's kinda neither fish or fowl.
The Engineer is an interesting choice, as his competition is either bland (Najjarun) or comes with a TAG in tow (Cordelia).
If you want a MSR, the Kaplan Sniper provides a more survivable and deadly alternative to Algulacile MSR, but personally I don't think it's worth it.
- 23/0 ADHL gunner. This is the cheapest Kaplan option. And still viable. He has D-Charges, so he can perform demolition jobs and blow up the stuff he glued with the ADHL. Linked ADHL really makes for a nasty ARO.
23/0 Blitzen gunner. Same as above (save for D-Charges), these guys make the staple of a Kaplan Link Team. The difference - and choice - is yours, it really depends on preference: Blitzen has better range, and EM/2 warhead - makes for an excellent TAG, HI and REM stopper, but the downside being limited ammo (2 use only) and the fact some targets aren't vulnerable to EM. ADHL has unlimited ammo and is effective against everything, but big bad guys stand bigger chance agaisnt it, and the range's shorter.
27/0 ADHL Engineer. The best frontline Engineer in QK is a Kaplan, but basically this trooper is your standard ADHL Kaplan with additional training in Engineering. Take him, and he will be close to whatever needs defusing, repairing, unlocking and what-not.
27/0 Blitzen Engineer. Same choice as before - you want to glue stuff down, or fry the fuses on hi-tech gizmos? Keep in mind this fella comes in with no D-Charges (a rare combination for an Engineer).
27/0 Blitzen Doctor. The Kaplan - as befits a Haqq unit - have their own medical support at hand. The Kaplan Doc is a good choice as a member of the team, as he'll be there to patch up any downed fellow Tiger (he's just less competent than most Haqq doctors, as he has no Doctor Plus, but with WIP 14, he's still very good compared to other factions). Plus, he brings another Blitzen - really, jumping a Kaplan squad with a TAG or HI is asking for trouble...
28/1 Spitfire gunner. Kaplan use the small and maneuverable Spitfire as their Squad Automatic Weapon. Since SAW is something a squad should be buildt around, I'd consider it an essential choice.
30/1.5 Multi Sniper Rifleman. Another weapon rarely seen in Haqq hands, the MSR is expensive, but in a Fireteam it can inflict tremendous damage on any distant target. Thanks to decent BS and Mimetism, this fellow might even make sense as a lone sniper. Still, Kaplan aren't cheap, and I used to rather base a team around a Spitfire, plus Doc and Engineer and a pair of riflemen, with a mix of Blitzens and ADHL. However, if you want some really long-ranged firepower, a linked MSR really does the trick.
Najjarun Engineer, well, he's an Engineer. 'Nuff said. AVA 1, no Fireteam ability.
- 17/0 Engineer. The standard Haqq Engineer is plain vanilla - basically a Ghulam with D-Charges and training in Engineering, but he cannot form a Fireteam with Ghulam (or, in fact, anyone). On his own he doesn't have much chance and is generally overshadowed by the Kaplan as a combat engineer. Ah, but the Kaplan is 10-11 points more expensive, which makes a valid point. If you are on a budget, Najjarun is just as competent in jury-rigging stuff as the Kaplan (same WIP 14). Assign him a Nasmat Assistant REM, and he will do.
Curious thing that came up in N3 - Najjarun gained Courage, so they can repair stuff even in Retreat situation (well, patch up a TAG and you’re pretty likely to be out of retreat).
Odalisques. You will love the girls - apart from being just so cute, they are your "pocket HI", with NWI (effectively 2 wounds - just watch out for Shock or Viral ammo - and build-in Courage), a choice of 360-Visor or 6th Sense L2, iKohl L3 (which makes them a real pain in CC - they don't excel in it, but generally nobody wants to engage in CC with them). They can also form a Haris Fireteam, and pack a good choice of weapons. You want to take the fight to the enemy, you will like them.
Keep in mind the Valour: No Wound Incapacitation means it is a disputable point in wasting orders on administering medical aid to wounded Odalisques - a botched roll will kill them, without it they are still going and able to dispose of your enemies. On the other hand, any QK field medic has WIP 14 and (save for Kaplan) Doctor Plus, giving the non-Kaplan Doc an 85% chance of succeeding, and Odalisques having Cubes, so you could re-roll is by spending a Command Token.
Mind that, however, in N3 weapons capable of firing shock ammo became dangerously common.
6th Sense L2 was usually preferred in 2ed, in N3, 360-visor seems to be equally viable option, especially for area control (and think about setting up a Suppression fire with a 360-Visor!). AVA 5 Fireteam: Core & Haris
Odalisques as Core Fireteam: semi-Heavy Light Infantry, with a plethora of light weapons and excellent survivablility (at least untill Shock or Viral munitions starts flying around)? Another QK staple offensive team. Usually it is buildt around a Spitfire, giving the team a powerful, high-Burst weapon with decent range. Having one Rifle isn't a bad idea either. Then you need to fill it up with other loadouts, though I'd suggest keeping at least one Boarding Shotgun around for room clearing. SMGs with Shock ammo are useful to mow down light troops, and the AP mode gets handy against well-armored point targets - the cost differences, however, are minimal, so it is more a matter of personal preference.
Keep in mind that if you want a Specialist on the team, your only option is a Hafza FO.
Odalisques don't really work as a defenisve fireteam, due to their lack of long-ranged weapons.
Odalisques as Haris Fireteam: well, that's the original unit for Haris in the game. They are just as good as in the full Core Team, save for the BS bonus (you can choose 6th Sense L2 as Odalisque skill anyway), but not blocking your Core slot, so they're good. Purely an offensive choice though. Since there are maximum of 3 models in a Haris, you need one Haris / Rifle Odalisque, plus I'd suggest a Spitfire one (for longer range fire on approach), and whichever third fits your taste (in my case, usually a Shotgun) or a Hafza FO as a Specialist.
Odalisques as single models: they're fast, and save for the Boarding Shotgun Odalisque they all have guns capable of Suppressive Fire. Now, a well-situated model with a Suppressive Fire, 360-Visor and NWI is pretty a pain in the butt for your opponent. Most of the time, it was the Spitfire, but these days, a Rifle or SMG (actually preferable, thanks to the AP or Shock ammo choice the Rifle lacks) would do just fine in the same role!
- 23/0 Boarding Shotgun & Nanopulser. DAM 14 AP slugs are nothing to whine at up close and personal, and neither are shotshells. Unless you are trying to get a TO Camo hiding in Cover (or need to squeeze off an Intuitive Attack), I'd prefer the shotgun to the Nanopulser. Useful for cleaning out rooms as described below (but gets more oomph than the Light Shotgun), the AP slugs come handy when you come across a really tough target, but Odalisques aren't the first choice I'd go for when there is a TAG on the rampage (not that my BS Oda from a Haris hadn't scored a wound off a Lizard in ARO).
24/0 Rifle & Nanopulser. This package doesn't excel in anything, there is better range than with Boarding Shotgun, and the Light Shotgun comes in handy for room-to-room fighting - Nanopulser is nice, but gives you no chance of winning a Face-to-Face roll. Shotgun does, and still can affect multiple targets.
25/0,5 Haris, Rifle & Nanopulser. The special one - you need her if you want to field an extra team of 3 Odalisques, the Haris Team. This is a very useful option, allowing you to use the Girls as fast-moving, hard-hitting force in addition to another Fireteam. Besides, she works just like her Rifle-packing colleague above.
22/0 SMG, Contender & Nanopulser. I like it less than I did back in 2ed, but still, it is a nice package for short-range combat. SMG provides you with a close range AP or Shock capability (now the girls can even try their luck against a TAG), and Contender is useful for ARO (being a DA weapon with Burst 1) as well as for making doors where there are none: it gained Anti-Material trait. Due to low Burst it is better to leave active-turn shooting on distances beyond SMGs effective range to other loadouts.
30/1 Spitfire & Nanopulser. An essential package - this weapon allows the girls to effectively engage targets outside optimal Rifle ranges. Plus, when used from a Core or Haris Fireteam it gets the Burst bonus. Weight of fire can force anyone down...
Husam SpecOps. Introduced to Paradiso Campaign and ITS Season 4, our SpecOp can come form one of the following backgrounds:
- 12/0 Ghulam Rifleman. Whatever has been said on Ghulam, can be repeated here. Ghulam are fine, and are the cheapest SpecOps option for us, but I wouldn't consider recruiting your Husam there.
16/0 Hafza Rifleman. All the advantages of a Hafza and then SpecOps bonuses on him? I consider it crazy good. We QK rely on Fireteams - this fellow can be out in the field with any of these teams. The only drawback is that his Holoprojector L1 is incompatible with Mimetism, so Mimetic Husam isn't an option with Hafza.
24/0,5 Hassassin Muyib Panzerfaust gunner. The most expensive, and while he comes with a built in Panzerfaust, I do include him here for completeness sake only (although if you want a "lone wolf" specialist in Infiltration, this might be an idea). He cannot join a Fireteam with anything in QK.
Medium Infantry review:
A note on MI - I'm not a fan of them in general. Covering long distances with MOV 4-2 hurts your Order stack, and they don't bring the HI's resilience in exchange. They are too damn slow for me.
On the other hand, fielding a Fireteam allows us for a greater economy of Order consumption - one Order moves a whole Team, up to 5 models. And ARM 3 on every of our MI isn't something to ignore.
Djanbazan. The strong arm of the Muhafiz, the Security and Intelligence Agency. Think of them as the Haqq counter-terrorist brigade. They kick doors and speak mean words - and have a well-earned reputation for going over the top. In my opinion the most useful of the MI bunch, especially the HMG gunner.
Their distinguishing features are Multi Spectral Visor L2 and trademark Regeneration. Keep in mind though their Regeneration succeeds 55% times, so if possible, you get a much better better chance with a Doctor. Regeneration does also include Shock Immunity. An ability often overlooked is Multiterrain - the Muhafiz shocktroopers can be equally at home under any conditions. AVA 5 Fireteam: Core
Djanbazan as Core Fireteam: they're good, if a little slow, offensive Fireteam. Base the team around a HMG and add a Sniper Rifle (or Marksman Rifle) if you wish so. A Doctor will be handy, too. Hacker is rather a specialized loadout. Fill up with Riflemen (and /or Hafzas, they're cheaper though not as durable).
Djanbazan as individual models: HMG and Sniper are staple (I guess the Marksman could do as a poor man's sniper if points are tight). . Doctor could do as a resilient healer with optional "get up on my own" capability. Similar with the Hacker.
- 27/0 Rifleman. Not very interesting on his own, he does fill Djanbazan Fireteam though, although he could be competing with the cheaper Hafza for that role. With ARM 3 and Shock Immunity, he’s significantly tougher than Hafza.
27/1 Lieutenant. He has to stand competition against Hafza Lt just the same.
31/0 Doctor. The Djan Doc is unique as the only QK doctor who can regenerate. Therefore when she's down, you have a chance of bringing her back - any other QK Doc would be out, and your force left with no medical support (well, unless you brought doctors to spare!). She's also indispensable if you want a Doc up front with your Djan Fireteam - and being a Doctor Plus, she’s average by QK standards… but excellent by anyone else’s (not to mention - Regeneration has 55% chance of success on Djanbazan, Doctor is 85% successful, and can use a re-roll if the patient has Cube)!
31/0.5 Sniper. MSV L2 is an useful ability for a Sniper - no Camo or Smoke will stop his bullets, and the bullets are of Shock quality. Regeneration is also very interesting here - the usual problem with snipers is that they tend to be located on some perch where a Doctor or a Nasmat REM can't get in any sensible time. Therefore, in most cases, a downed sniper is considered to be neutralized for good. The Djanbazan however can Regenerate from being Unconscious, and go back to shooting (way less likely to succeed than some attention from a Haqq Doctor, but still). This makes him an interesting choice even on his own.
35/1,5 Heavy Machine Gunner. The Djanbazan you do see most often - either as a cornerstone of a Djan Fireteam, or even on his own: the combination of MSV L2 and a HMG is a godsend when there are ODDs and TO Camos involved. Just remember to keep enough distance between him and his targets.
35/0,5 Hacker. Useful, if you want a hacker in the thick of things, accompanying your Djanbazan Link Team, but nothing special on her own: standard Hacking Device makes her a jack of all trades, but master of none. Still, having it on top of a standard Djan package ain’t too shabby either.
29/0 Shock Marksman Rifle. Sniper's little brother - essentially the same, trading Sniper Rifle's Damage for a slightly shorter range (it is optimal up to 24") and superior Burst.
Druze Shock Teams, are a bunch of tough bastards (especially given they have ARM 3 & BTS 3 now), who are pretty nifty in a long distance fight thanks to their X-visors on the basic few profiles. They have good ARM, 3 - if you position them in cover, and with clear field of fire, they become pretty effective defenders. Also, keep in mind that the Druze can form both Core and Duo fireteams, being one of our two options for Duo (Sekban being the other). It, of course, remains to be seen how the Duo is useful - but so far I've noticed it is an effective way of getting two certified badasses where the action is, and having one cover their bacon.
One thing you can definitely pull with Druze now is a heavy weapons powerhouse Core Fireteam: X-visored Spitfire, X-visored Light Grenade Launcher and a (Hafza) HRL, all for mere 3,5 SWC...
Another is a Specialist combat team - a Hacker to activate the objectives (and hack anyone who gets nearby), and either a rifleman to blast targets from afar, or shotgunner to blast them from up close and provide close-range EM attack.
AVA 5 Fireteam: Core, Duo (however Hafza shenanigans are not allowed).
Druze as Core Fireteam: They're good in long-range shootouts (assuming we talk Rifle / Spitfire's "long range". They're capable of pulling off Light Grenade Launcher shenanigans like nobody else in QK. This makes them a pretty multipurpose Fireteam - good for both defense and offense. Though I'd consider it rather a waste of points to keep them in a purely defensive role.
Build the team around the Spitfire, add a Hacker for specialist (Assault or Killer Hacker, depending whether you want to save points, or get some real offensive hacking capability) and it should be worthy to bring the Shotgunner for up-close-and-personal work. LGL is optional in fact.
Keep a Doc of some kind with Nasmats nearby in case medical attention should be needed.
A pity they can no longer include Hafza, but it wasn't much of a points reduction anyway.
Druze as Duo Fireteam: basically a specialized task force moving on a single Order. Either a Hacker (as Specialist) and someone to cover his back in a take-and-hold scenario (Druze are tough enough), or Shotgunner to Immobilize, Isolate and shotgun-to-death high-value targets, and again somebody to hold his back. Then again, this someone might as well be a Hacker.
Druze as single models: the LGL is potentially interesting, if you want to play Speculative Fire games. There's also our sole Killer Hacking device, and our only source of EM Grenades. But I wonder why wouldn't you want a Duo Fireteam for that!
- 20/0 Rifleman. He packs a DEP too, but I have yet to see the DEP being effectively used. The bread and butter of a Druze Fireteam. He's not a bad shot, but nothing to write home about.
23/0,5 Grenadier. Good BS combined with X-visor make this fella an useful choice on his own, as the range penalties on LGL start pretty close, and X-visor allows to mitigate them a bit. Definitely the go-to man if you want some Speculative Fire, now permitted by the HSN3 Fireteam Rules (and if you have a 5-man Fireteam, the +3 BS bonus does apply. sadly, the +1 Burst does not).
25/1,5 Spitfire gunner. The SAW of a Druze Fireteam, and again takes advantage from the X-visor, though it is not as important as with DEP, LGL or even Combirifle.
25/0,5 Assault Hacker, Combi Rifle, D-Charges. If you want an Assault Hacker in a Druze Fireteam, he's your man. If you definitely need an Assault Hacker in the rear (keep in mind it means you'll need to set up Repeaters), he's your man. He can blow stuff up, too, but carries no X-visor.
19/0 Boarding Shotgun, EM Grenades. QK's only entry with EM grenades, which makes him interesting (but has no X-visor...), he's also very with that shotgun useful once you get close to your target (the cost difference from Combi loadout isn't significant enough to make him a Team filler) - cleaning rooms and blasting targets around a corner, that's what you take him for. I'd highly recommend including one, if you're going for a large Druze Fireteam.
21/0 Killer Hacking Device, Combi Rifle, D-Charges. QK's only Killer Hacking Device entry. It remains to be seen how useful she is.
Sekban. A volunteer special defensive force of the Caravansaries, they belong to the Navy's command.
I used to disregard them table-wise - but that was back in 2ed. In N3, they might be interesting: 360-Visor means you can't get on their backs, and Suppressive Fire is going to work all around, and outstanding BS 13 that puts them on par with HI regiments. Combined with good ARM it makes them potentially effective defense troops. They don't pack light shotguns, they bring Direct Template weapons instead - Chain Colts. Which actually doesn't work in their favour in a boarding action situation - shotgun would allow to win FtF rolls, Chain Colt doesn't. Still, they have Boarding Shotgun profiles for close combat, should you decide you need them do that.
They also bring AP Rifles in a Fireteam on the cheap (Tristan's observation).
With good armor, 360-visor and HRL (not so much with Spitfire, though it is an option, too) plus Haris they make an good rear area security team, capable of providing long-range fire support. Whether they will provide just as good location for a Doc, is yet to be seen: if the 2ed regulations (using a Nasmat kicks the Doc out of Link) remain in force, I'd be against it, as re-linking eats up the valuable Command Tokens...
Still, they can form Duo links too, just like the Druze!
AVA 5 Fireteam Core, Haris & Duo.
Sekban as Core Fireteam: they can do fine as an offensive as well as defensive Fireteam. The HRL gives the team the long-range firepower, tohugh you may prefer to have a Spitfire too (or instead, to save on SWC. Keep in mind the HRL carries an Assault Pistol, so up close he can unleash a hail of bullets not much worse than the Spitfire). It is always worth to have a Doc on the team (both for patching up downed men and as Objective-operating Specialist), though I'd preferred if he had an AP Rifle rather than Boarding Shotgun... having a Shotgun is very good anyways (for room cleaning and close-up work, keep in mind the Sekban's AP Rifles lack Shotguns), but I'd prefer not to endanger the Doc by pressing him into this role.
Fill up with Riflemen.
Sekban as Haris Team: I prefer these as a defensive setup. Haris Rifleman is mandatory, then add HRL for long-range punch and then it's your choice. Another Rifleman (often a Lt), or a Doc to give the team some extra staying power. Good positioning is the key.
For offensive role, I'd actually prefer Spitfire and, obviously, Doctor (the only specialist in the Sekban Unit). Of course either option could use a Hafza for a small point drop (plus, the Hafza pack Light Shotguns for close-up work), but you lose the 360-Visor then.
Sekban as Duo Team: haven't tried that yet, you could probably use it in a similar way as a Druze Duo: Spitfire and Doc, and go after objectives (or hope you'll be able to save the Spitfire gunner once he falls...). Better BS speaks in the favour of Sekban, but Druze tend to have X-visors. Luckily, you can have more than one Duo Fireteam.
Sekban as single models: their main advantage seems to be the 360-Visor, and weapons capable of Suppressive Fire (especially AP Rifle), but I wouldn't write the HRL off either.
- 20/0 Boarding Shotgun & Chain Colt. A good choice of weapons for close quarters battle and room cleaning.
21/0 AP Rifle & Chain Colt. Better range than above, and works against well-armored targets. But just so-so in room-to-room fighting.
21/0 Lieutenant. He packs same weapon set as his subordinate above. An obvious choice, if you want a Lt. in your Sekban Team.
24/0 Doctor Plus. He carries the Boarding Shotgun & Chain Colt too. It is always good to have a Doctor in the Link Team.
22/0 Haris. Packs the Rifleman's set. You have to field him if you want to field a Haris Fireteam. A noticeable difference when comparing to Haris Odalisque - he comes SWC free.
27/1,5 Spitfire gunner. Always good to build a Link around a machinegun, plus with 360-Visor he's really good in Suppressive Fire mode.
23/1,5 Heavy Rocket Launcher gunner. Okay, so it is no longer the only HRL in QK (a Hafza carries another one), and it is an excellent weapon - especially if you give it to a Fireteam... The fellow also carries an Assault Pistol for close-in encounters. Noticeably less expensive than the Spitfire.
Heavy Infantry review:
2 Wounds and good ARM - at least 4 - what's not to like? This makes them pretty resilient to conventional damage. Naturally, EM becomes a threat, but EM weapons aren't all that popular, and our HI have reasonable BTS of -3 to protect them. I'd call it a fair exchange.
Oh, and since we're in N3 - it would be wise to have a basic Hacker at hand: Fairy Dust supportware is going to be pretty useful for defending your HI against enemy Hacking shenanigans.
Azra'il, the Sultan's disgraced bodyguards, or elite penal company if you prefer. Equipped in bulky, clumsy and slow outdated power armors they no longer are the budget Heavy Infantry (and I actually liked them back in 2ed). These days they are heavily armored (ARM 5), SWC-consuming, Silhouette 5 HI in similar league as Sorogat Tempest Regiment (and I sorely miss the easy-on-SWC Panzerfaust profile from 2ed).
But it doesn't mean they're bad. They can be used as very well-protected defensive models, as in cover they will be very difficult to dislodge - and they pack long-ranged weapons with quite a punch, especially well-suited to the anti-armor role.
It pays to have a Doc hold an Azra'il's back, for while these guys are resilient, they also tend to attract loads of enemy firepower...
AVA 3, no Fireteam ability.
- 41/2 AP HMG. If you want a heavy-armored AP HMG platform, you can try this guy. He shoots just as well as a Janissary, is better armored and slower. Due to his large Silhouette, he is also more difficult to hide. Thanks to the gun, he makes a great asset against heavily armored targets.
39/1,5 Feuerbach gunner. This is an interesting, long ranged weapon with a punch (DAM 14 AP DA). Keep in mind that it now has an EX mode - and the ranges are slightly more favourable from far away. The Azra'il Feuerbach does not shine as brightly as his AP HMG colleague, but he's a very effective ARO piece - well-armored, with good BS and wielding an DAM 13 EX weapon with great range (+3 up to 32", and then 0 to 48") - he's a real roadblock. Keep in mind he's not going to spend a lot of Orders shooting, though.
Janissaries. These are the guys who are apparently the most iconic - or stereotypical - Haqqislamite Heavy Infantry: big, mean Religious (which also grants courage these days, but also means sometimes they will hold their ground when it would be wiser to hug some extra cover. Still, thanks to Haqq-standard WIP 14, they should be pretty reasonable about that) guys in HI armor. They are a heavy assault regiment, and they have all the tools for that trade - mobility, resilience and firepower.
One note though - a rarity among HIs, Janissaries lack Cubes. So if your Doc botches his roll, the trooper is gone: no option to spend a Command Token and re-roll that.
Also, they are Religious (sole Religious troop in QK, IIRC) so they might be problematic when it is time to fail a Guts Roll and drop into hiding. In N3, Religious troops must pass a WIP test to fail a Guts Roll and hide....
The "Pain Train" of Janissaries - a Core Fireteam - is going to be expensive (still, not as much as in 2ed). Here, you have two options: either use Janissary Shotgunners for the full cost / full resilience, or bring in some Hafzas that cost about a half of these points... but doesn't have that resilience. AVA 5 Fireteam: Core.
Janissaries as Core Fireteam: they are a bit pricy to be kept in the back as a defensive Fireteam, so in my book they are a list's main assault force if I field them. Base the Fireteam around either ML or HMG for long-range firepower (actually, I prefer ML these days... longer range, hits harder, and the range does often offset Burst disadvantage) - or both, if you can bear the cost. A Doc is practically a must - both to keep the men alive and kicking, and as Fireteam's Specialist.
If there's even a remote possibility of a Hacker interference, you should always bring a TinBot (on whichever platform).
I prefer to have at least one (sometimes two) Boarding Shotgun on the team - comes handy up close and fills the Team on the cheap.
Alternatively, there are always Hafzas, if you want to fill the slots at half the price of a Shotgunner Janissary, and they may provide cheap Specialists too.
Janissaries as single models: Primarily the Doc. He's tough, he's a Specialist, he packs an AP Rifle, he can use Nasmats if on his own - and he provides excellent synergy for Azra'il with his Akbar Doctor. The other loadouts face strong competition from the Mobile Brigada, even if the Brigada tend to cost a few points more (but have Cubes and Courage rather than Religious troop).
- 36/0 AP Rifle + Light Shotgun. The basic loadout - he should be equal to other armies’ Heavy Infantries, and definitely deadly in a close-in combat or room-to-room fighting.
36/0.5 Lieutenant. Packs the same AP Rifle +LSG as the guy above. Now if you want a resilient Lt,, bringing in a Janissary to lead your force might be an idea - especially if you can hide him in a Fireteam. There's SWC cost to that, but it is definitely bearable.
40/2 Heavy Machine Gunner. Big, tall and nasty, he's good shot and you might want to take him solo, if you're not building a Fireteam around him - but solo, he has a competition in the form of Mobile Brigada, and less direct one in the form of an Azra'il.
39/2 Missile Launcher A profile that came with the Janissary Box. Pretty expensive, compared to HMG, but offers quite a punch, especially in ARO (though over long ranges and against crowded target zones it is pretty interesting in active turn, too). Janissary's BS 13, plus Fireteam bonuses and natural resilience of a fully-developed HI make him a choice worth consideration.
31/0 Boarding Shotgun A cheap profile that in other HI units serves primarily as a Fireteam filler. While he’s useful in close-quarters combat, I feel that the standard Janissary does the same thing good enough - AP Rifle + Light Shotgun may have a bit les punch than Boarding Shotgun, but are generally better ranged. Then again, if you want to waste a TAG or similar well-armored target at point-blank range, a Boarding Shotgun is perfect, and the extra point of damage can give you an edge in room-to-room fighting. Plus five points less than the PA Rifle variant are five points less. So it is a quite situational profile, but my recent experiences with shotguns suggest that having one in your team is not a bad idea. Adds to diversity of your options.
37/0.5 AP Rifle + LSG, Tinbot A Essential trick in the N3 era of combat hacking, I’d consider him a must have for a Janissary Link, if there’s even a remote chance of enemy Hacking interference.
32/0,5 Boarding Shotgun, Tinbot A A new profile released with the Janissary box, it is merely a matter of your taste whether you'd like the TinBot to accompany a Shotgun or AP Rifle Janissary (well, you could try taking some extra shotgunners to accompany your heavy weapon to keep cheap, and have one bring a Tinbot instead of spending 5 points more on an AP Rifle Janissary).
41/0 Akbar Doctor. Also packs AP Rifle +LSG. One of the best doctors in the game, and the only one with Akbar Doctor so far (I'm still shocked Avicenna does not have this skill!). Apart from being a good addition to a Janissary Fireteam (he might actually use the Akbar Doc ability here!), you might also want to take him solo: it is a tough, resilient Doc (thanks to his proper HI armor) who isn't going to panic when everybody else runs away or get disorganized (Retreat or LoL). This might give you a chance to get to your wounded and bring them back into the fight, perhaps making your force stick their head above the Retreat threshold and grasp the breath they need to fight on. I'd consider a Nasmat Assistant an essential add on for that purpose, as it is significantly faster.
He’s also the best medical specialist in the core book: WIP 14 and Doctor Plus allow him to heal on 17 or less, and Akbar Doctor makes an interesting alternative: at his base WIP of 14, he can heal an Unconscious model (like a fellow Janissary) back to full Wounds (mind the Command Token Reroll for Doctoring Rolls, if the patient has a Cube. Doesn't work for Janissaries, but if you're healing a Mobile Brigada, or - especially -an Azra'il, it can really make a difference!). Our enemies are going to hate him with passion, so keep him well-guarded.
He also can be useful as highly-resilient objective grabber (he's a Specialist under ITS 2014-201-2016 rules, and can pull the Experimental Drug objective too) in a Janissary Fireteam, much more survivable than the alternative - Hafza FO. He will be also able to act in Retreat and in LoL, allowing to achieve objectives at last moment, no matter what - and this can mean the difference between winning and losing an ITS game (thanks for Maru for these observations).
Mobile Brigada the oddball Nomad HI used to make an interesting alternative for the Janissaries, but N3 changed that. Regarding stats, they're almost identical (save for WIP, but that is understandable), but now Janissaries turned out to be cheaper. Keep in mind the Brigada carry knives, not CCW's like Janissaries, so in case of a Close Combat Janissary would be better. On the other hand, with PH 14 even a knifle isn't that bad - and besides, none of them is a dedicated close-combat specialist.
Overall, in N3 they seem to lose to Janissaries.AVA 1 no Fireteam ability.
- 33/0 Boarding Shotgun. Having short range, this loadout makes little sense in QK (in Corregidor, it is an inexpensive way to build up a Fireteam's strength).
39/0 MultiRifle & Light Flamethrower. The only LFT available to QK. And if you really want to have a MultiRifle on table, it ain't bad either.
39/0 Lieutenant. Packs the MultiRifle & LFT set. While his WIP is substandard in Haqq, he's just as resilient as Janissary Lt, costs no SWC and - in my personal opinion - is better armed. Also, he's a highly improbable Lt - difficult to guess since the N3 rules no longer require to disclose Lt's WIP when rolling it before the game.
42/2 Heavy Machine Gunner. 2 Points more expensive than equivalent Janissary, and having Courage, while being just as good shot with the HMG - his main advantage is the Cube, so you could re-roll a failed Doctor rolls on him. However, Courage instead of Religious makes him more controllable when under enemy fire: Janissary has to actually pass a WIP roll to fall into cover in a Guts Roll situation (true, with WIP 14 Janissary has a good chance of passing the roll). Courageous Brigada will do whatever you want in the same situation.
34/0 Combi Rifle. Like the Boarding Shotgun, this is the cheap Fireteam filler loadout in CJC. Doesn't bring anything interesting to QK.
37/0,5 Combi Rifle + TinBot B. Like his Janissary equivalent, he brings a Firewall protection for himself (and, in CJC, his team-mates). He does that better than the Janissary. Still, with no Brigada Fireteam option in QK, I'd say he makes little sense.
40 / 2 Missile Launcher. If you want a non-linked ML, Mobile Brigada is a good option. With Cube and Courage instead of Religious, she's way more survivable than her Janissary equivalent - for just one point more.
Alas, that is in the case of both of them operating solo. IMO benefits of a Link are strongly in Janissary's favour.
43/0,5 Hacker. Carries a regular Hacking Device & Combi Rifle (which is a pity, I really hoped she could get a MultiRifle + Light Flamethrower loadout). A very interesting, tough Hacker, who can withstand some punishment (having Heavy Infantry Armor, some BTS - as the only of out Hackers - and 2 Wounds) and generally take care of herself. She'll be useful for both running Supportware programs and hacking offensively herself - and with HI mobility and resilience she'll be a good Specialist in the line of fire.