Shasvastii Tactics
General Advice
The Shasvastii are not great at strait up battles. They generally need a mission or something to follow. They do not have the armor or weapons to just "kill" the other side. They need to be sneaky and concentrate on the mission.
One of the most important things to remember: DO NOT remove unconscious figures. Because of the Shasvastii rule, when they die they become a seed embryo. With others, if you don't have a doctor, you can just take them off because they will be dead and gone. Not so with Shasvastii. MAKE your enemy use orders to kill them. Just to get rid of an Unconscious figure they will have to use 2 orders. 1 to coup
de grace, 1 to kill the seed embryo.
Seed Soldiers
Your cheapest troops. Good for filling in points and keeping in your deployment to cover the back. They are obligated to start the game in a Seed Embryo and can not come out until the second turn. Unless, you use an order, or in
ARO to being attacked. The nice thing about it is they have a 360 degree vision, because they have Limited Camouflage while in the pod. However they loose it on the second turn when they "Hatch". They can also form a link team but not until they are out of the Seed Embryo. You can also use them to "Hide" other camouflage troops like the Aswang among them on the first turn.
SEED-SOLDIER Combi Rifle + Light Shotgun / Pistol, Knife (14)
SEED-SOLDIER Combi Rifle + Light Grenade Launcher / Pistol, Knife (15 | 1)
SEED-SOLDIER (Forward Observer) Combi Rifle + Light Shotgun / Pistol, Knife (17)
SEED-SOLDIER Paramedic (MediKit) Combi Rifle + Light Shotgun / Pistol, Knife (18)

MOV:-
CC:-
BS:- PH:-
WIP:-
ARM:2
BTS:-3 W:1

Linkable
CH: Limited Camouflage, Seed-Embryo


DEVELOPED SHAPE


MOV:4-4
CC:12
BS:11 PH:9
WIP:13
ARM:1
BTS:0 W:1


Regular, Not Impetuous, Cube, Shasvastii

Seed-Embryo
Cadmus
The Cadmus is the only combat jump troop. It is obligated to do it and can not do any lesser form of it. They also start inside a Seed Embryo so they will not be out of the Embryo until at least second turn. Try to deploy them out of sight if possible. Again you can use an order to hatch them or they can hatch in reaction to an attack. Cadmus are great for causing havoc. They are almost a sacrifice because once they are on the board they are vulnerable and is a target. Cadmus also come with Morfo-scan. This device allows them to duplicate stats of targets within 8 inches of them, if it's better than what they already have. Do not depend on using this because it's very situational. It's a nice toy if you can do it. It also allows them to "loot" a body to take their weapon. So target those
HMGs!
CADMUS-SOLDIER Combi Rifle / Assault Pistol,
CCW (23)
CADMUS-SOLDIER Combi Rifle + Light Grenade Launcher / Assault Pistol,
CCW (28 | 1)
CADMUS-SOLDIER Boarding Shotgun / Assault Pistol,
CCW (23)

MOV:-
CC:-
BS:- PH:11
WIP:-
ARM:2
BTS:-3 W:1
AD: Combat Jump, Seed-Embryo, Morfo-Scan
Haiduk
Your cheapest sniper in the force. Haiduk are back field support. They only come with a multi-sniper rifle or guided
MSR. Use their range to support other troops. They have the sapper ability so they can make their own cover if needed. Use them in conjunction with a Forward Observer (Shrouded, Seed Soldier, Malignos, M-Drone) to use the Guided Ammo. However the Guided ammo MUST but the integrated ammo. So only one shot with it.
HAIDUK MULTI Sniper Rifle / Pistol, Knife (26 | 1.5)
HAIDUK Guided MULTI Sniper Rifle / Pistol, Knife (37 | 2)

MOV:4-4
CC:12
BS:11 PH:10
WIP:13
ARM:1
BTS:0 W:1

Regular, Not Impetuous, Cube, Shasvastii

Sapper
Aswang
The most popular Lt. because he's 0
SWC. However this is a troop that you want to be aggressive with. He comes with Camouflage but and has relatively short ranged weapons. He also has the Striga ability. He needs to eat an unconscious/dead enemy to use it and gain a wound. These are things you don't really want to expose a Lt. to. Aswang are your "get it done" troops. They should be use forward of your deployment. He's also the only one with an Adhesive Launcher. Great for taking down just about anything. Even TAGs can have a tough time with it.
ASWANG Combi Rifle, Adhesive Launcher / Pistol, Knife (25)
ASWANG Boarding Shotgun, Adhesive Launcher / Pistol, Knife (25)
ASWANG Spitfire / Pistol, Knife (31 | 1)
ASWANG Lieutenant Combi Rifle, Adhesive Launcher / Pistol, Knife (25)

MOV:4-4
CC:17
BS:12 PH:13
WIP:13
ARM:1
BTS:0 W:1

Regular, Not Impetuous, Cube, Shasvastii
CH: Camouflage, S: Protheion
Noctifer
Noctifer are flexible in what they can do depending on what you give them. They can be great support troop with a Missile Launcher and Hacker. They can also be aggressive in the front because they have cheap
TO Camouflage and Dogged ability. They are actually the cheapest
TO Camouflage trooper in the game.
NOCTIFER Combi Rifle / Pistol, Knife (23)
NOCTIFER Spitfire / Pistol, Knife (30 | 1.5)
NOCTIFER Missile Launcher / Assault Pistol, Knife (42 | 1.5)
NOCTIFER Hacker Combi Rifle / Pistol, Knife (35 | 0.5)
NOCTIFER Lieutenant Combi Rifle / Pistol, Knife (23 | 1)

MOV:4-4
CC:14
BS:12 PH:10
WIP:13
ARM:1
BTS:-3 W:1

Regular, Not Impetuous, Cube, Shasvastii
CH:
TO Camouflage, V: Dogged
Gwailo
The only troop with BS13 and one of the few troops with ARM2. Their defense is enhanced further by their Nanoscreen. These guys can be used aggressively because of that. The Nanoscreen provides cover in the direction it is placed. However this does not mean you just walk them down the street. The screen should not be depended on. But on the move they can be fantastic.
The Gwailo is also a good Lt. option because it is 0
SWC. The Lt. can also be given two different weapons so it's not that easy to pick him out.
The Gwailo have recently been upgraded to have a Heavy Rocket Launcher with an X-Visor too. This makes them very powerful in a LInk team. Unfortunately the
AVA was changed from 5 to 4. They can be linked with the special character Sheskin which can help boost their
BS to 16.
GWAILO MULTI Rifle / Pistol,
CCW (32)
GWAILO Boarding Shotgun / Pistol,
CCW (24)
GWAILO Spitfire / Pistol,
CCW (31 | 1.5)
GWAILO Heavy Rocket Launcher, X-Visor / Pistol,
CCW (36 | 1.5)
GWAILO Hacker Boarding Shotgun / Pistol,
CCW (36 | 0.5)
GWAILO Lieutenant MULTI Rifle / Pistol,
CCW (32)
GWAILO Lieutenant Boarding Shotgun / Pistol,
CCW (24)

MOV:4-2
CC:15
BS:13 PH:12
WIP:13
ARM:2
BTS:0 W:1

Regular, Not Impetuous, Cube, Shasvastii, Linkable

Nanoscreen
Caliban
Caliban are new to the game and I admit I haven't tried them yet.
While having an
ARM of 2 they don't have the extra defense of a Nanoscreen like the Gwailo. They do have an Automedkit to bring them back from unconscious. I think these guys can be used both as attackers or defenders pretty well.
Caliban can deployed in three different ways:
1) in a seed pod like the Seed Soldiers. This means they can not do anything until the second turn.
2) Already out of the pod and ready to fight for a slight point increase.
3) They can start with Inferior Infiltration but with limited weapons compared to the others and they can not link. One of the nice things is that one of them is an Engineer. This is a great thing to use if you know you need to get him close to an objective ASAP.
Caliban varied in weapons and ability. They are the only Shasvastii with the Engineer skill and they can take a Feuerbach. Also, almost all of them come with D-Charges and Nanopulsar too.
I think as a link team these guys will do very well. They haveAVA 5 making a Feuerbach pretty frightening. On the move they can get an engineer to his target pert quickly.
Overall I think they are a good solid troop choice. The thing to watch out for, If you deploy not in a seed pod, you do not have camouflage like the rest of your army. This can make them a target.
CALIBAN Combi Rifle, Nanopulser, D-Charges / Pistol, Knife (22/23)
CALIBAN Boarding Shotgun, D-Charges / Assault Pistol, Knife (25/26)
CALIBAN Feuerbach / Pistol, Knife (31/32 | 2)
CALIBAN Hacker Combi Rifle, Nanopulser, D-Charges / Pistol, Knife (34/35 | 0.5)
CALIBAN Engineer Combi Rifle, Nanopulser, D-Charges / Pistol, Knife (26/27)
CALIBAN Engineer Boarding Shotgun, D-Charges / Assault Pistol, Knife (29/30)
CALIBAN Inferior Infiltration Combi Rifle, Nanopulser, D-Charges / Pistol, Knife (24)
CALIBAN Inferior Infiltration Boarding Shotgun, D-Charges / Assault Pistol, Knife (27 | 0.5)
CALIBAN Inferior Infiltration Engineer Combi Rifle, Nanopulser, D-Charges / Pistol, Knife (28)
CALIBAN Inferior Infiltration Engineer Boarding Shotgun, D-Charges / Assault Pistol, Knife (31 | 0.5)

MOV:-
CC:-
BS:- PH:-
WIP:-
ARM:2
BTS:-3 W:1

Linkable
CH: Limited Camouflage, Seed-Embryo


DEVELOPED SHAPE


MOV:4-2
CC:13
BS:12 PH:12
WIP:13
ARM:2
BTS:-3 W:1


Regular, Not Impetuous, Cube, Shasvastii, Automedkit, Linkable

Seed-Embryo
Shrouded
One of two Infiltrators with a good variety of weapons and skills. They can be either defensive or attacker depending on your weapon.
With the multi-sniper rifle you can hold them back a bit use use their camouflage to make camouflage attacks. The minelayer, my favorite. It can cause all sorts of havoc both in the back and front. They are the cheapest forward observer to be used in conjunction with a Guided Missile Remote or Haiduk. As a hacker they can be a great attack hacker or because of their infiltration they can be used as a repeater for a better hacker.
SHROUDED Combi Rifle, Antipersonnel Mines / Pistol, Knife (24)
SHROUDED Boarding Shotgun, Antipersonnel Mines / Pistol, Knife (24)
SHROUDED MULTI Sniper Rifle / Pistol, Knife (38 | 1.5)
SHROUDED Hacker Combi Rifle, Antipersonnel Mines / Pistol, Knife (36 | 0.5)
SHROUDED Forward Observer Combi Rifle, Antipersonnel Mines / Pistol, Knife (27)
SHROUDED Lieutenant Combi Rifle, Antipersonnel Mines / Pistol, Knife (24 | 2)
SHROUDED Minelayer Combi Rifle, Antipersonnel Mines / Pistol, Knife (25 | 0.5)

MOV:4-4
CC:13
BS:12 PH:12
WIP:13
ARM:0
BTS:0 W:1

Regular, Not Impetuous, Cube, Shasvastii

AutoMedikit,
CH: Camouflage, Infiltration
Malignos
Malignos are basically an upgrade to Shrouded. They gain
TO Camouflage,
WIP 14, a Light Shotgun with their Combi-rifle, and a few other weapon options like the monofilament mines. The monofilament mines are great because once set off the area is littered with it until an engineer clears the way. Great for making areas you don't want the enemy going impassable. Their high
WIP makes them a bit better as an
FO and Hacker too.
MALIGNOS Combi Rifle + Light Shotgun, Antipersonnel Mines / Pistol, Knife (37)
MALIGNOS Combi Rifle + Light Shotgun, Monofilament Mines / Pistol, Knife (43 |
1)
MALIGNOS MULTI Sniper Rifle, Antipersonnel Mines / Pistol, Knife (47 | 1.5)
MALIGNOS Hacker Combi Rifle + Light Shotgun, Antipersonnel Mines / Pistol,
Knife (49 | 0.5)
MALIGNOS Forward Observer Combi Rifle + Light Shotgun, Antipersonnel Mines / Pistol, Knife (40)
MALIGNOS Lieutenant Combi Rifle + Light Shotgun, Antipersonnel Mines / Pistol, Knife (37 | 2)

MOV:4-4
CC:13
BS:12 PH:12
WIP:14
ARM:1
BTS:0 W:1

Regular, Not Impetuous, Cube, Shasvastii

AutoMedikit,
CH:
TO Camouflage, Infiltration
Speculo Killer
You hardly need to be told what to do with these guys. They are great for taking out cheerleaders and a few other important things in the opponents deployment area. Remember if their impersonation doesn't work they also have smoke grenades. While they have a monofilament
CCW but don't forget they have a combo rifle too. Sometimes it's just best to lay down a burst into something rather than try and take it out in
CC. If doing missions with objective items they are great for getting there first too.
SPECULO KILLER Combi Rifle, Smoke Grenades / Pistol, Monofilament
CCW (39 | 1)

MOV:4-4
CC:17
BS:12 PH:12
WIP:14
ARM:1
BTS:0 W:1

Regular, Not Impetuous, Cube, Shasvastii

Martial Arts L3, AutoMedikit, Impersonation Plus
Sphinx
A
TO Camouflage
TAG! What more needs to be said? Actually a lot. The only Shasvastii
TAG needs to get up close to be used properly. He has two Heavy Flame throwers and a Spitfire. Not the longest range around by far. Fortunately the Sphinx has speed on it's side as well as the
TO Camo. With a MOV 6-6, Climbing Plus, and Multi-terrain get can get to anywhere on the board. You only have to watch out for those pesky
MSV troops. One thing to watch out for too, as soon as he uses those special move abilities, it's pretty much known exactly what that
TO camouflage marker is.
SPHINX Spitfire, 2 Heavy Flamethrowers /
EXP CCW (110 | 2)

MOV:6-6
CC:18
BS:14 PH:16
WIP:13
ARM:6
BTS:-6
STR:3

Regular, Not Impetuous, G: Remote Presence
CH:
TO Camouflage, ECM, Multiterrain, Climbing Plus
Med-Tech Obsidian Mechanoid
The Med-Tech might seem redundant in a force with Automedkits but it's really needed for it's Engineering skill. I also think the Doctor skill can be put to good use. Shasvastii with their Automedkits, and embryos are already hard to get rid of, but add in a doctor bringing them back it's even harder. Either way this thing also comes with a
BS and
ARM as good as your other troops and D-Charges as well.
Try to use them in back areas and use slave drones if you can. Both the Med-Tech and it's drones are quite fast with a 6-4 MOV. Because they only have Mimetisim I'd have it or it's drones with or near Caliban and Gwailo. They are already targets for not having Camouflage.
MED-TECH OBSIDON MEDCHANOID Combi Rifle, D-Charges / Pistol, Knife (23)

MOV:6-4
CC:13
BS:11 PH:10
WIP:14
ARM:1
BTS:0 W:1

Regular, Not Impetuous, Cube

Engineer, Doctor
REM Drones
In a Shasvastii list suffer from not being able to camo like the rest of the force which can make them early targets. Try to keep them back to support the rest of the force. The M-Drone is great for it's Sensor and Forward Observer skill. This can be used to mark targets for the Haiduk and/or the T-Drone. Q-Drone is a good back side protector. R-Drone is a good cheap order but mainly used for it's Repeater.
Slave Drones of course are used with the Doctor/Engineer. As mentioned they are good to have with Gwailo (for the Doctor) or Caliban if you have a Engineer.
M-DRONE Combi Rifle / Electric Pulse (23)

MOV:6-4
CC:8
BS:11 PH:8
WIP:13
ARM:0
BTS:-3
STR:1

Regular, Not Impetuous, G: Remote Presence

Forward Observer, Multiterrain, Repeater, Sensor
Q-DRONE HMG, Antipersonnel Mines / Electric Pulse (29 | 1)
Q-DRONE Plasma Rifle, Antipersonnel Mines / Electric Pulse (30 | 1)
Q-DRONE HMG, Monofilament Mines / Electric Pulse (35 | 1)

MOV:6-4
CC:8
BS:11 PH:8
WIP:13
ARM:0
BTS:-3
STR:1

Regular, Not Impetuous, G: Remote Presence
CH: Mimetism, Total Reaction, Repeater, 360º Visor
T-DRONE Guided Missile Launcher / Electric Pulse (34 | 1)

MOV:6-4
CC:8
BS:11 PH:8
WIP:13
ARM:0
BTS:-3
STR:1

Regular, Not Impetuous, G: Remote Presence
R-DRONE Electric Pulse (8)

MOV:6-6
CC:8
BS:8 PH:8
WIP:13
ARM:0
BTS:-3
STR:1

Regular, Not Impetuous, G: Remote Presence
CH: Mimetism, Multiterrain, Repeater
SLAVE DRONE Electric Pulse (3)

MOV:6-4
CC:8
BS:8 PH:8
WIP:13
ARM:0
BTS:-3
STR:1

Regular, Not Impetuous, G: Servant
CH: Mimetism
Ikadron Batroid
I haven't been able to use them myself yet but I can't wait. These guys have a lot to add to Shasvasii. Unfortunately in a Shasvastii sectoral you will still need to take a Hacker to take t hem. But really that's not to bad. In fact they are great with a Hacker because because they are Repeaters! Cheap repeaters at that. Not as cheap as an R-Drone but probably better because they come with 2! Light flamer throwers. Flash Pulse can be great too.
The baggage rule is great too because it adds to the Retreat! value. This for an already hard to get rid of army. Their PH is not that great for carrying anything but I don't know if I'd bother with it. Lack of experience with it here again. I would be aggressive with them by having one on each side of the board for flanking. I'd make use of that great speed! I'm not to worried about
CC either because they also come with Electric Pulse.
IKADRON BATROID 2X Light Flamethrowers, Flash Pulse, Electric Pulse (9)

MOV:6-2
CC:7
BS:11 PH:8
WIP:13
ARM:1
BTS:-6
STR:1

Regular, Not Impetuous, G: Autotool

Baggage, Repeater