NRN_R_Sumo1 Posted January 3, 2008 Share Posted January 3, 2008 (edited) Rather than starting ANOTHER useless poll, I decided to.. oh wait '... Oh Well, this one is of course if you had a one man squad, What type of agent would you choose? Please not only vote, but POST your choices. Edited January 3, 2008 by j'ordos Link to comment Share on other sites More sharing options...
NRN_R_Sumo1 Posted January 3, 2008 Author Share Posted January 3, 2008 Android: Due to resistances to Psi, Brainsuckers, and Fire.Marsec Armour: Lightweight, allows for added mobility, Looks cool Motion Scanner: Finding the little buggers of courseSpare ammo: not good to run out of ammo of course :XAP Grenades: Just for kicksStun Grenades: Knocking out Aliens and enemy agentsPlasma Pistol: Great power, great ammo capacity, great accuracy, and its light. Link to comment Share on other sites More sharing options...
j'ordos Posted January 3, 2008 Share Posted January 3, 2008 Just a naked human with incendiary 'nades and an IC autocannon. Throw a few and then sit back and relax in one of the corners (and pray it's a flammable terrain type) Link to comment Share on other sites More sharing options...
NRN_R_Sumo1 Posted January 3, 2008 Author Share Posted January 3, 2008 Ahaha J'ordos I love you. But what if the flames came back onto you? ]: That could be messy o: Link to comment Share on other sites More sharing options...
[NKF] Posted January 3, 2008 Share Posted January 3, 2008 (edited) I see you included devastators and vortex mines when you've left off Disrupter armour. No Toxiguns either? Oh well, just working off your list, I'd go with an android as well. A one man army needs to not have a one-hit-kill weakness after all, or at least shouldn't be crippled in such a way that you need to have an AP grenade in the off-hand at all times. The android needs to have lots of health, stamina and strength. Accuracy and reactions can vary, although the more the better. This guy's going to need to be able to run a lot to get from cover to cover and get up close to the enemy to go full auto. That's why the accuracy and reactions aren't too much of a priority but the stamina is. I went with full Megapol since the worst this guy will have to face is Multiworm full-auto spit fire. Mind you, a more fully prepared commando would use a Marsec plate. Nevertheless even with just the Megapol plate, it can be made to work. As for the primary and secondary weapons, I would've gone with a Plasma gun, Toxigun or a combo of the two. However since the Devestators are listed, I'd go with a pair of them for practical reasons. Longevity and they work against everything. You're only one guy. They unfortunately make my favourite weapon, the power sword, redundant. Teleporters would've changed my selection of primary weapons, but they're not included. Tertiary weapons include AP and Stun grenades. These are always useful, although they do add to your total weight count if you bring too many in. Perhaps 3 of each in the pockets. Also did I select smoke grenades? Doesn't matter if I did or didn't since the humanoid aliens will usually have some on them. However I'd probably have one on the shoulder, since you never know when it can be useful. For fleeing, for confusion or simply for putting out fires or stun gas. Misc tools include a motion scanner and a medikit. The medikit is a must have in any squad, whether it's a proper squad or a loner. The motion sensor for relative motion scanning and to watch for poppers if things seem too quiet and the tell-tale popper noises are playing. This guy's for all-out combat and is not designed to capture any alien despite carrying stun grenades. Those that do get stunned are kicked when they're down. Unfortunately this guy wouldn't be much use in the alien dimension for disabling the spawn pads, since I didn't include any Vortex Mines. Those would have to be scavenged off dead humanoid aliens. - NKF Edited January 3, 2008 by NKF Link to comment Share on other sites More sharing options...
Kell Posted January 3, 2008 Share Posted January 3, 2008 Human with daul Lawpistols (my favorite weapons) with tons of ammo and grenades. Obligatory medkit and a motion scanner. Megapol armor with marsec chest (flight rocks). Dual toxiguns later are fine for aliens. I gota say that I do like j'ordos' idea..i'll have to have him do that in my FMIX once i get my computer fixed Link to comment Share on other sites More sharing options...
j'ordos Posted January 3, 2008 Share Posted January 3, 2008 Ahaha J'ordos I love you. But what if the flames came back onto you? ]: That could be messy o: Easy, drop a smoke grenade to extinguish fire! Hmm forgot to include that one in my equipment list tho. Link to comment Share on other sites More sharing options...
NRN_R_Sumo1 Posted January 4, 2008 Author Share Posted January 4, 2008 (edited) Oh dear, Roasted J'ordos on a stick Edit: Wait a second, J'ordos what the heck did you change in my first post? xD!You shouldnt be allowed to change your vote to save your hide from being barbacued ;-;... Edited January 4, 2008 by NRN_R_Sumo1 Link to comment Share on other sites More sharing options...
Aiki-Knight Posted January 19, 2008 Share Posted January 19, 2008 I do have a one-man squad play-mode, but only late in the game, when agents reach the kind of stats that justify one-man responses. I've never found that I had to send only one agent on a regular mission in the game, no matter how ugly things got. Even in Aliens:250, I never sent a one-agent team. It just never made sense. When very late game comes on, I do develop the Ultra-Commando class in my org. An ultra-commando, as I've expounded upon before, is a mutant with 95+ stats across the board, and usually my very best agent will even have a couple 100s or more (no editor). This agent I equip with the disruptor armor, 4 teleporters, toxin C with ammo, some stun grenades, a shield, that kind of thing. Against the big crews, this agent can survive. But in all honesty, it's less about heavy equipage and more about movement with the teleporters. Clever use of cover and timing makes the ultra-commando simply beyond the aliens' abilities to track or hit. One a couple aliens are dead, the ultra-commando uses the aliens' own dropped equipment. I like to warp in, drop short-fused explosives, and warp out. It's amazing. Before such equipment and skills are available, I don't use the one-man strategy. Although I think it could be done with pre-late-game equipment and a top agent, I'm always reluctant to use a top agent in this way. I'm very conservative with my agents. Ultimately, even in such a case, I suspect that movement, cover, and timing are the key to a one-agent campaign, and that, to some extent, the enemies have to bring the extra weapons! :-) Link to comment Share on other sites More sharing options...
NRN_R_Sumo1 Posted January 19, 2008 Author Share Posted January 19, 2008 tsk tsk tsk Aiki. Dont you have Interns you can use for these purposes? Link to comment Share on other sites More sharing options...
Aknazer Posted January 22, 2009 Share Posted January 22, 2009 Here is what I would use for a one-man army. A human (allows for improvements to reactions and accuracy) armed with the devestator and the mini-launcher with the alien gas ammo, anti alien grenages and stun grenades, the personal shield, cloaker, and teleport item, medi-kit, and disruptor armor with marsec chest. Being a human it is possible to increase most/all of his stats to make sure he never misses and almost always gets reaction fire. The anti alien ammo/grenades helps to wipe out clusters of aliens (or when you kill an alien with several brainsucker pods or the megaworms to wipe out all of the additional adds that spawn) and they allow you to do this at close range w/o worrying about damaging yourself. The cloaking device for obvious reasons. The personal shield to protect yourself against entropy pods. The marsec chest to get you off of the ground as that helps you avoid melee mobs and get over rugged terain. and the teleport item so that if things get really bad you can move back to some corner that is safe while you heal or let your personal shield recharge. Link to comment Share on other sites More sharing options...
elizibar Posted January 31, 2009 Share Posted January 31, 2009 The machine gun, a belt of grenades, and megapol army can mow down *a lot* of enemies. And it's all human-tech, so that's what I'd go with for most scenarios. Link to comment Share on other sites More sharing options...
feliciafan89 Posted April 17, 2009 Share Posted April 17, 2009 Human, Marsec Armor, Devastator Cannon, Medikit, Motion Scanner. And a pair of Stun Grenades for good measure. Link to comment Share on other sites More sharing options...
Jamini Posted April 19, 2009 Share Posted April 19, 2009 No personal shields? Or are they assumed? If I needed to go with a one-man squad, I'd probably pick one of my mutants in my current one-squad only game. Race: MutantArmor Type: MarsecEquipment: Main Hand: x1 DevastatorOff-Hand: Free (before combat)Right Shoulder: Incendiary GrenadeLeft Shoulder: Free (Toxigun ammo, if available)Right Belt: x2 AP grenade, x1 Stun Grenade, x1 Smoke Grenade (God these are so useful!)Left Belt: Motion Sensor, free (x1 Toxigun and 1 clip of ammo if available)Right Leg: Psi-AmpLeft Leg: Vortex MineBackpack: ->With Shields: x2 Personal Shields x1 Power Sword (As much Toxigun ammo as can fit, if available)->Without Shields: x1 Stun Grapple, x1 Power Sword, x3 Stun Grenade (x3 Toxigun ammo, if available) Ideally the mutant would have had training in both gyms to buff up her strength and psi ability. Once teleporters were researched they would replace the Vortex Mine and fill her Off-hand. Marsec Armor is there to keep the Agent as light as possible on her feet while allowing flight and protections for when her sheilds go down. Against aliens the toxigun would be swapped to the main hand (for most possible damage on reaction fire... I play TB only), against humans it would stay on the belt. Against mixed enemies the devastator is main and toxi secondary. Ideally this agent would start an encounter by MCing an anthropod or human foe with a grenade and throwing it into the crowd before retreating out of range and pegging down the enemy's health with long-range devastator and snap toxigun shots. Should an enemy get too close, the plasma sword is broken out for some major slice-n-dice action. Marsec armor would allow her to escape most of the more dangerous alien's to individuals (brainsuckers can only jump up one tile, hyperworms only attack on the same level as themselves. Poppers... well... are poppers.) As her shields get destroyed she would be able to aquire new ones from killed aliens (again, assuming Toxiguns are allowed) or by MCing a nearby alien so that it hands her it's shield. Found cloaking devices and spare vortex mines would be gathered a similar way. Link to comment Share on other sites More sharing options...
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