Machinists in Code One
One of the peculiarities of the points system for Code One is the way in which it places some units at the same cost. This is often particularly noticeable when we consider Specialist variants of some units, where there is little incentive to select a basic trooper over a Specialist.
When it comes to the Machinist (and Trauma Doc) in PanOceania, this becomes very clear. There will often be little to no reason to consider other 1pt options 'till after you have taken these. However there is already one Scenario (Firefight), and could be others in the future, where Specialists can become a liability, especially fragile Light Infantry Specialists like the Machinist. So some care is needed.
This is especially true with the Machinist, because most PanOceanian Code One forces will also be fielding Remotes. Both the Fugazi and the Pathfinder are such strong options that it is well worth including them, and having a Machinist on hand to repair them if they are damaged will be very effective. But the Machinist can also help support your other troopers, particularly if they are Immobilized, and used to accomplish mission objectives.
As we can see, there are two loadout options, one of which offers the basic package for a line infantry Engineer on the Fusilier base, plus a bonus bump in terms of 3 points of Bio-Technical Shielding. The latter, especially, makes a Machinist a nearly automatic inclusion for any PanOceanian Code One army list.
For one Point we are getting a Combi Rifle armed BS 12 trooper, just like a basic Fusilier, with the Engineer skill and 3BTS at no extra cost. It's a deal, it's a steal, it's SALE OF THE CENTURY!!!
Now, we also have the option of instead paying a full half-point more to pick up Mimetism -3 on our Machinist. This represents the various Sectorial specific variants of Machinist (such as those particular to Acontecimento, NeoTerra, Svalarheima or Varuna).
Its a fairly significant increase in overall cost, so it's certainly reason to pause. On the other hand picking up Mimetism firmly pushes this option into "decent backup gunfighter" territory. It also becomes harder to eliminate, making it slightly more reliable.
Overall this option is a significantly better actual Specialist, with Mimetism making it a lot more likely that it's going to make it into the positions you need it on the table. Of course, it's still WIP 12, so it's hardly something you are going to want to rely on in the role, but it's an excellent backup.
I'd rate this over the basic version for scenarios where your Specialists are going to be winning the game for you.
One other thing should be taken into consideration whenever we think about any Engineer or Doctor, and that is the potential to take Peripheral (Servant) Remote to assist them in their role. For the Machinist this option comes in the form of the PalBot.
Adding a PalBot to your to your Machinist significantly increases their cost, but allows them to operate on two different parts of the table at once. It can also be used as a partner for Close Combat, although that isn't particularly attractive for the Machinist. Perhaps the greatest use for these little helpers is in clearing Mines and in helping their partner to clear fire lanes (as they can draw an ARO, allowing the Machinist to dart across unharmed).
This is likely a good investment if you are running several other Remotes (and a PanOceanian Code One force can certinly have plenty of those), or can simply be a good option to use that last 0.5 points when you already have 10 troopers.
So that's the Machinist, a solid option which is well worth considering for your Code One PanOceania force.
I seldom leave home without a Machinist, in Code One or Infinity, and I think you'll find they are well worth including too!