From Cyberspace to Battlefield: Mastering Cybertronic Tactics

Hello and welcome to the third installment of this series, where today we’re featuring Cybertronic. In a world where technology is being corrupted by the Dark Symmetry and AI is banned, Cybetronic is having none of that! AI and cybernetic enhancements are commonplace for Cybertronic troops, and are the backbone of their strategy. This earns them the suspicion of other Corporations and the outright enmity of the Brotherhood, but it’s hard to argue with a hulking Attilla – especially when it’s pointing an HMG in your direction.

Let’s start with Cybertronic’s core mechanic: Networked. This allows a regular unit to transfer a single Reaction Counter to a friendly model within 8″ and in LOS before declaring a Reaction, while Leaders ignore the LOS requirement. This skill is extremely useful, but also gives Cybetronic the highest skill ceiling of all factions, in my opinion. You can pull all kinds of shenanigans and create traps for your enemy – especially when paired with Operators – but you have to be very precise to use this correctly.

On the downside, a smart enemy can bait a Cybertronic player into overextending, cutting units out of Network’s range, preventing them from utilizing their extra Reaction capabilities. Pinned Counters can heavily hamper Cybertronic as well, so opponents will capitalize on every opportunity to inflict them on your troops. Cybertronic also has no access to Medics, so Critical Hits or badly failed AR Tests can be the death of their units. Cybertronic has an overall low LD score, which can make certain Objectives difficult to obtain. Focused fire on Leaders and Operators in can make Primary Objectives almost unattainable.

Cybertronic’s skill ceiling is high, but once you learn to mitigate those downsides, they’re a tough and deadly opponent to any other force in the game.

Chasseurs

Chasseur by Dan Morrison, from the Warzone Eternal rulebook

Art by Dan Morrison, from the Warzone Eternal Rulebook

The first Unit we will cover now, are the Chasseurs. They are the standard 4-0 line-troops of the Cybertronic roster. The Chasseurs boast a good statline with a high AR(24), but they are easy to hit due to their +1  DEF. Another downside is that they only carry their AR3000 with them, so no Venusian Ranger multiple weapon shenanigans for them. Their high AR value means that they can first Dive For Cover for a ridiculously high 26 before the weapon DAM is subtracted. Personally, I would try and keep them in at least Light Obstruction at all times.

For each Trooper you can include an Operator, which is armed with the standard Operator package of Frag and Smoke Grenades. Importantly, they also have Tactical – allowing them to have a second Reaction Counter allocated to them – which combos perfectly with Networked. Either keep them next to an Objective as a Reaction Counter cache, or have them defend said Objective by constantly using Dive for Cover. Remember, a model cannot have a Reaction Counter allocated to it if it already has a Pinned Counter, so you must clear any of those from your Reaction-focused models as soon as you can. Also keep in mind that Chasseur Operators are – in my totally not subjective opinion – currently the best grenadiers in the game. Their ST 9 means that they can lob these sweet, sweet Indirect pineapples of death/ LOS prevention further than any other unit at the moment.

Chasseur Leaders are one of the few Leader designation models that are not equipped with Shotguns. Why is that important? Because you can use their AR3000 with their awesome MW14, either as a Reaction or as an active-turn shooter. Use Inspire to clear Pinned counters from Reaction-focused models, or Command to advance your army.

Last for the Chasseur chassis (that’s a lot of ‘S’s in 2 words!), we have the Support unit, which is armed with the good ol’ DAM 13 HMG with +1 MW at 24″ or less. It is a good use for your SP slots if you want a low-profile 30mm model carrying your heavy weapons.

Chasseurs’ main weakness is melee. While their high AR can protect them to some degree, only use CC as a last resort. As per the Melee rules, if your model doesn’t carry a melee weapon, they strike with their base ST in close combat. Granted their ST is 9. This would be pretty overpowered if they had any form of melee weapon but, alas, they don’t. This means they can only punch for a piddly 9 DAM. Keep these guys away from Melee if you can.

Mirrormen

Mirrorman

The contrast to the heavily-armored Chasseurs are the propaganda poster boys/girls/robots – Mirrormen.

These are Melee specialists, boasting excellent CC, high ST, Camouflage (2), Blur(-2), MV 5 and a nice DEF -1 to top it all off. Their armament consists of the standard Cybertronic Pistol in the form of the P1000. This gives them some range, but you don’t field them for their range capabilities, you field them for their CSA 404 Sword – AKA 404 Enemy Not Found. They strike for a nice DAM 14 with Vicious (potentially 16+ DAM). This Trooper can reliably zoom around the battlefield and reach melee fast. Keep them in at least Light Obstruction to capitalize on their defensive capabilities. Networked can help mitigate their average AR of 21 by letting them Dive for Cover multiple times per turn.

Their only other profile comes in the form of a Leader who is armed with a (likely little-used) Shotgun and all the benefits of the Leader designation. Interestingly, Leaders are equipped with Flash Grenades. This unique piece of equipment is a means of forcing Pinned Counters to enemy models in a large 3″ radius, though keep in mind they deal 0DAM.

Poor positioning, Precise Senses and Aimed Shoot actions can be the downfall of Mirrormen. Try and keep them behind smoke and in Heavy Obstruction until they are ready to pounce on wounded targets for maximum effect.

Attilla MK III Cuirassier

Attilla Cuirassier by Alex Horley

Art by Alex Horley

Last in this roster, we have the awesome Attilla MK III Cuirassier. Despite coming with an astronomical 8DP cost, they are worth every penny. First, they boast a 3W profile with a huge AR 25. Their downside is three-fold – MV 3″, which means they are slow, DEF +1 which means they are easy to strike and a large 40mm base, making them hard to hide in Heavy Obstruction. All of these weaknesses have a workaround, so let’s break these down.

MV3: Aggressive and Firing Stance means they can use their HMG or AR3000 and move 2″ after each shot.

DEF +1 and 40mm base: This means most of the time you’re hiding in Light Obstruction, so capitalize on that. Use a Hyperactivator on them to Shoot, then Reposition and use the Aggressive Ability for a respectable 6″ of movement. Nerves of Steel means they can keep moving forward, even while they have a Pinned Counter.

Their Trooper profile has a base AR3000 gun. In my opinion, this is an okay weapon and could be an interesting use of your DP, but why settle for good when you can have great?

Their first Support Profile comes with an HMG. Paired with Firing Stance and Aggressive, they can Shoot and keep moving, providing covering fire and cover for other models with their 40mm base – remember, friendly models block LOS both ways! -3SP for a Recoil-less Counter Attack? Oh boy count me in! Did I mention they have Networked? Go on, try and shoot this guy down. I dare you.

Lastly, Attillas have their “cheap” Support version that is armed with a Gehenna Puker. It is great so long as you can get them to range. It’s also nasty counter for melee-heavy enemy lists because it is possible to use Projected weapons whilst locked in melee.

Their downside, of course, is their slow movement (albeit with some workarounds that can make them fast enough) and lack of Melee weapon. If your enemy wants to lock down an HMG Support Attilla, they can just throw someone in Melee to keep 8DPs busy. Be advised, though, that if they manage to hit, an Attilla will deal 12DAM, so your enemy also has to be a little cautious.

Assets

Arcane Immunity: Choose a model – they are immune to Symmetry and Divine weapons. Pretty niche, but very good against certain enemies – *cough cough* Algeroth *cough* Brotherhood *cough*. Sorry I am recovering from COVID still.

Network Hub: Choose a model, that can receive up to two Reaction Counters via Networked. Pocket Tactical! Great for creating one more Reaction bank for your force.

Subreal Link: Free re-rolls for Objective touching? Yes, please!

Avi has walked the winding paths of tabletop and card games for years, wielding dice and steel with equal precision. His journey through the Mutant Chronicles universe began with Warzone Resurrection, before delving into the depths of the Modiphius RPG 3rd edition and later circling back to Warzone 2nd Edition, because some battles demand to be fought across multiple fronts. But his true domain lies in the clash of swords and strategies—whether in the dojo or at the gaming table. An enthusiast of Magic: The Gathering, Dungeons & Dragons, and the World of Darkness in its many forms, Avi has spent countless hours playing - and frankly trying to break - many a system, though his heart beats strongest for Pathfinder 2E, where he carves legends with both blade and cunning roll. Master of the blade, master of the dice—his critical hits land as hard in combat as they do on the tabletop. (When the dice gods are pleased with him.)
Filed under: Cybertronic, Faction Focus
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