Welcome back to the blog.  Today I will cover the changes to the core Infinity rules in 3rd edition that most effect Nomads as well as an overview on how the various Nomad profiles changed withteh advent of the new book.  Finally, I will address a number of concerns over missing troops, profiles, equipment, etc.






Hacking.  The biggest change to N3 that affects Nomads, and everyone else to some extent, are the new hacking rules.  In N2 hacking proved relatively simply.  If no HI, REM, or TAGS were on the board then hackers often sat back and worked on claiming objectives.  This made the steep 0.5SWC for a usually squishy model a rather painful pill to swallow.  Even more-so when one considers that some armies couldn't be hacked in any real sense.

So how did hacking change?  In N2 hackers would target the approved targets and try and immobilize, or if a TAG, possess them.  Occasionally people would try and hack Airborne Deployment but the penalties for both the latter and possession amounted to a risky use of orders and weren't often used.  In N3 the number of options grew substantially.  Now hackers can affect non-HI/REM/TAG models with certain abilities, they can apply supportware to friendly models, and even use the technology to impersonate.  Their utility grew and further justifies the 0.5 SWC one pays to include them in an army.

Why is this good for Nomads?  Nomads have the best hackers in the game.  Period.  While a couple models come close to Interventors, none of them possess the combinaiton of traits and gear that make them useful.  Unlike most other armies, a Nomad player can liberally sprinkle the various hacking devices throughout his army since Nomads have ready access to 3 of the 4 types of hacking decks.  They have the broadest access to repeaters and other support equipment for hacking and also have reliable camo hackers in the form of Intruders, Spektrs, and Zeros.


Guided Trait. A common tactic for Nomads in N2 used guided ammunition plus hacking device pluses in order to tag a model outside of LoS and then fire auto-hitting missiles where the only defense consisted of ARO hacking.  In N3 this tactic changed dramatically.  Now, the guided state only requires the targeted state, meaning that hackers and forward observers can still perform this task.  However, guided only means the attack receives a +6 bonus to BS and that it ignores modifiers such as camo, cover, range, and even the bonus for being targeted.  The attack can still be hacked but is now also limited to 5 attacks per Active Turn.  Since the Guided Missile Launcher (Smart Missile Launcher) uses an impact template, the user may also dodge (with a -3 penalty) to try and avoid the attack.

The corresponding points drop allows this tactic to still thrive, albeit with reduced efficiency.  This shifts this out of the realm of an overarching strategy for a Nomad list and well into a tactic, one of a number of tools at the fingertips of Nomad players.  Now Nomad players can include a guided missile launcher in addition to other threats such as prowlers, hellcats, interventors, and stealthed tricksy units.


Dispersion/Infiltrate.  With Hellcats and Nomad infiltrators extremely popular and expected to stay so, the rules for dispersion and infiltrate will determine the amount of risk players will take with these units.

Previously, dispersion was random and could range from just a few inches to seemingly halfway across the board.  With infiltration players only made a roll to place a marker/model in the opponents side of the board.  Failing it caused the model to disperse.

In N3 dispersion is always 16".  At first this seems harsh until one realizes that dispersion becomes semi-predictable.  Certainly the direction can't be predicted but the distance is static.  Also in N3 if you disperse off a table edge, you deploy in your deployment zone on the back board edge.  Combine that with the static deployment distance? Try to avoid dropping down within 16" of the table edge.


Weapon Changes.  Several weapons received cost and rules adjustments in N3.  Sniper Rifles went down in points as did missile launchers and MULTI rifles.  While they lost some effectiveness in the short range bands they largely remained the same but saw a huge points drop.  Really, who runs up the board with a Sniper Rifle?  Many troop profiles considered overpriced saw reductions.  Reverend Moiras might actually see use as link teams and missile launchers and sniper rifles will be all over the place with their new, much cheaper, cost.

Unit Breakdowns

Alguaciles.  Alguaciles saw points drops alone.  The biggest being the MSR and Missle launcher which makes Alguaciles great for defensive link teams.  Will definitely see more of them once the rules for Link Teams are clarified for the arrival of N3.





Hellcats.  Hellcats saw the loss of their light shotguns.  They did pick up superior combat jump making them slightly less frustrating to drop near board edges but the biggest advantage rests with what they didn't lose that other jump troops did.  Hellcats, to my knowledge, are the only jump troops that kept their HMG loadout.  Other similar troops in the other factions swapped from HMGs to purely spitfires.  As if that wasn't enough, the HMG profile also picked up an E/Mauler.  Hellcats also saw the addition of a deployable repeater profile that now allows Nomads to extend their hacking range anywhere they want and the hacker picked up some versatility with an added +3 BTS.  Hellcats remain one of the preeminent jump troops in the Human Sphere and the changes in N3 keep them in a top spot.

Intruders.  Some minor point adjustments from -1 point for the ADHL and combi rifle profiles up to -9 for the MSR profile.  Given the overall changes the MSR Sniper will likely be a little more popular but the HMG will likely still rule the roost.

Reverend Moiras.  Moiras saw the biggest cost adjustment out of all the Nomad units.  On average they dropped roughly 8 points which brings them in line with the more elite medium infantry of other armies.  They dropped enough in points to make viable 3-man links in Bakunin or as singular support units with either an HMG, MSR or E/M LGL.  The hacker is now a decent, and affordable, offensive hacker with good stats and survivability.

Mobile Brigada.  The signature Nomad heavy infantry received the standard upgrades that most HI benefitted from in N3.  Their MOV is boosted from 4-2 to 4-4 and they added a new Tinbot and combi rifle profiles.  MULTI Rifles saw large drops but the Brigada saw relatively minor points decreases overall.  The awesome new Operation: Icestorm Brigada resculpt will likely cause more of these to see the field then any actual rules changes but the boost to movement make it quite nice as 4-2 movement is very order intensive for reaching objectives and supporting those moving towards them.

Lizard Squad.  The remarkable note about the lizard really isn'the minor points drop but rather they, unlike many other TAGs, managed to keep their HGL profile.  It went down in price but up in SWC which will likely limit the use to roughly the same as N2.

Zeroes.  Relatively unchanged except the addition of multiterrain but they do drop points on all profiles ranging from 1 to 6 points.  Again the deployable repeater option, hacker, and forward observer remain the most exciting options but the lieutenant option is missing for those who liked playing the smoke and mirrors game of hiding the lieutenant.

Spektrs.  Spektrs saw some weird changes that cross the spectrum of good and bad.  Overall they gained some BTS and multiterrain but they lost the light shotguns from all of their profiles.  This makes the minor point decreases on some profiles rather a wash.  Of note though is that the hacker drops substantially (but is restricted to an assault deck) and, most excitingly, the deployable repeater profile drops 7 points and no longer costs any SWC.  Regardless of the changes I think Spektrs will remain a popular choice in N3 due to their decent stats, good gear, and flexible options for a TO troop.

Morlocks.  Most profiles saw some points reductions but the big news is the loss of shock weapons and the move to AP weapons.  Combined with kinematika and +4CC to bring them up to 22 and Morlocks are actually quite good at close combat for Nomads.  N3 did see the loss of the lieutenant option but given that it was overpriced and almost never saw play, this really isn't a loss.  This means Morlocks are still great choices for Smoke and the move from Shock to AP means they are actually pretty good at addressing heavy infantry and TAGs for a dirt cheap price.

Daktari/Clockmaker.  Other than the ueful addition of the medikit on the Daktari these profiles really saw no updates.  The Daktari may see less use with the addition of the Reverend Healer, and the clockmaker only ever saw use in Bakunin Sectoral lists anyway and that is likely to remain the same.


Interventors.  Towards the end of N2 Interventors weren't seen much due to the wide use of sectorial armies and the relative lack of importance surrounding hacking.  Now, they exhibit all the traits of uber-hackers.  They still have a great WIP (15) and access to hacking device plus but they also gained +6 BTS making them nearly unhackable with only the EI Avatar rivaling their tech shield.  All that and they still managed to drop 1-2 points per loadout.  These will definitely see some use and expect these hackers to be utter nightmares when the Tsunguska sectoral finally drops.

Stempler Zond.  Wow.  While the armament won't wow anyone the Stempler picked up a deactivator, sat-lock, and a sniffer and dropped 5 points to move it well under the 20 point mark.  Combined with the carry over of previous equipment and gear like repeater, sensor, and forward observer, this truly is the Swiss Army Knife of remotes.  Well worth the point investment and easily able to move up the field and access objectives with few orders (6-4 with climbing plus).

Reaktion Zond.  Most Total Reaction remotes lost their LGL profiles and so did the reaktion zond.  Nomads also lost access to antipersonnel mines and their repeater meaning that Reaktion remotes aren't kings of the backfield any longer.  Since they dropped only a couple points I think Reaktion remotes, and total reaction remotes in general will end up less common in N3 lists.

Vertigo Zond.  Read the changes in the guided trait above.  Other than picking up a point of BS and a couple of PH the Vertigo remains unchanged in equipment and armament but dropped a whopping 16 points.  If you use hackers, consider bringing one along to assist in dealing with irritating camo units, TAGs, etc.  Keep in mind that you shouldn't build your list around this anymore.  Use it as one tool on your swiss army knife.


Meteor Zond.  Picked up Sat-Lock and a hefty point drop.  Overall the effectiveness of the Meteor Zond went up due to support programs that give it a benefit to its PH when deploying with Combat Jump.  The points mean that players may actually look at this for an AD alternative to drop a specialist behind enemy lines and claim some objectives.

Transductor Zond.  A cheap order generator for less than 10 points where an Alguacile would be more appropriate and ths Transductor largely keeps that role.  It did pick up some utility with the addition of a sniffer to assist with covering the board with sensor sweeps and a Flash Pulse to give it some ranged effect that might be beneficial.  Like most remotes it picked up a plus to PH but it did lose multiterrain.  Overall, not a bad upgrade considering the cheap point investment.

Zoe & π-Well.  A minor point adjustment downward but the loss of ODF on π-Well is pretty big.  Still a good purchase for a normal hacking device hacker, something relatively uncommon for Nomads, but still a pricey investment considering the beloved π-Well doesn't grant nearby models the benefit of ODF (which is apparently gone from the game entirely).

Grenzers.  Nomads finally have access to a relatively cheap MSV unit with a good BS.  It doesn't matter that it is only MSV1 as the SWC models will likely see decent use and the FO, while pricey, comes with a handy sensor to help root out camo troops even better.  Finally, the lieutenant profile is a decent 0 SWC option, something that is relatively uncommon in Nomad profiles.


Reverend Healers.  A new profile and one that was desperately needed for Bakunin.  The Reverand healer is the doctor profile that mirrors the generic Moiras and the specialty hacking Custodier sisters but instead of ODD they possess Mimetism.  They are a little pricey although not much more expensive then a basic Moira and the WIP 14 means that a Nomad player won't trade the reliable WIP of a Daktari for the survivability of Mimetism.

Corregidor Bandits.  Bandits are an interesting cross of Morlock, Zero, and Prowler.  They hold a lot of utility in being camo infiltration units with the scavenger ability.  They also aren't terrible at close combat and many of their profiles have 0 SWC ADHLs.  Throw in a smattering of specialists like a hacker and forward observer and corregidor gained a decent boost.  The only downside, and what will ultimately limit their play on the table, is their irregular order trait.

Corregidor Jaguars.  Jaguars will end up being common on the tabletop in N3.  Costing 10 points, or 13 at the most and offering Nomads only access to Dogged.  These smoke grenade wielding maniacs can assist any army list.  The only profile unlikely to see much use will be the ADHL and Panzerfaust.  Not because those armaments are lackluster but rather because that profile lacks Smoke. So far Jaguars look like a solid addition and many players will be drawn to them over Morlocks due to the regular order they generate.

Long post this time around but lots of ground to cover.  Next time I'll get back to hacking and then, hopefully soon, I will see some progress on miniature painting or terrain painting that will justify taking some pictures and posting here on the blog.