Disclaimer: I am not
No.33. This is not my work. I have asked No. 33 for his permission to repost this Tactica over on Dakka from the Official Forums from his thread
here and he has agreed.
If you notice anything wrong or anything which has been updated in this Tactica thread (especially points/loadout changes) since posting please let me know and i will edit it when i can. Especially formatting....this is going to be a MASSIVE post and i cant link in the middle of the post to make the table of contents as helpful as it is when each unit has its own post...if you have an idea of how to better do this please let me know.
Introduction
The Imperial Service
[IS], comprised of the elite tactical units of the Judicial Corps of Yù Jīng, is responsible for the important task of ensuring the internal security of the StateEmpire of Yù Jīng. While ultimately under the command of the StateArmy, their duties often require them to act separately, and frequently involves lethal force to ensure a permanent solution to whatever threatens Yù Jīng, whether it originates from external or internal sources. Though rightfully feared by many for their actions, they are nevertheless good at what they do, and Yù Jīng would certainly be worst off without their valiant efforts.
On the field, the Imperial Service is a flexible force, with elite units supported by an ample number of cheap units. To further aid their goals, they often utilise many outsider units as well, allowing interesting tactical options not available to other Yù Jīng lists. While they do have some inherent limits, they are nevertheless more then capable to dealing with the majority of enemies when played well.
A General Overview
Pros:
+ Fairly flexible as a sectorial
+ Generally superior average stats
+ Access to ALEPH/Merc units.
Cons:
- Very few options for advanced deployment
- Many units cost-inefficient
Note: Despite the higher proportion of Linkable troops, only 2 fireteam options (Celestial Guard and Kuang Shi) are of any practical use for the vast majority of lists.
Unit Availability
Imperial Service:
Celestial Guard (Tiān Bīng - 天兵)[Total] {LINKABLE}
Kuang Shi (Jiāng Shī - 僵尸/殭屍)[8] {LINKABLE}
Bào Troops, Judicial Watch Unit (Bào Bù Duì - 豹部队)[4] {LINKABLE}
Imperial Agent Pheasant Rank (Yě Jī - 野鸡)[5] {LINKABLE}
Imperial Agent Crane Rank (Xiān Hè - 鶱鹤) [5] {LINKABLE}
Wú Míng (无名) [5] {LINKABLE}
Immediate Action Unit Sù-Jiàn (速剑) [3]
Hsien (Xiān - 仙) [4] {LINKABLE}
Auxiliary:
Ninja [1]
Dakini Tactbots [2]
Garuda Tactbots [1]
Sophotect [1]
Characters:
Sun Tze (Sūn Zǐ - 孙子) [1]
Father Lucien Sforza, Authorised Bounty Hunter [1]
REMs:
Yáo Xiè Ruì Shī (遥械 - 瑞獅) [2]
Yáo Xiè Lù Duān (遥械 - 甪端) [2]
Yáo Kòng Weì Bīng (遥控 - 卫兵) [2]
Yáo Kòng Hù Sòng (遥控 - 护送) [3]
Yáo Kòng Son-Bae [1]
Yáo Kòng Chāi Yi (遥控 - 差役) [1]
Yáo Pú Panguling [Chuān Shān Jiǎ] (遥仆 - 穿山甲) [2]
Yudbots [2]
Unit Summary
Imperial Service
Celestial Guard (Tiān Bīng - 天兵)
Unit Summary
Pros:
+ Good stats and equipment options
+ Total AVA + Linkable
+ Only source of Smoke cover
Cons:
- Average combat skills and survivability
Recommended Roles:
-Viable Lt.
-Support fireteam
Additional Notes:
-Linkable with an Imperial Agent Crane Rank Lt.
-Required for Kuang Shi (via Control Device) in same combat group
Unit Description
While the Celestial Guard are the premier basic LI unit in the State Army, in the Imperial Service they play a far more central role. Being the only basic troop available without any restrictions, they are often found as the nucleus of many Imperial Service combat groups. While not necessary the most efficient at taking down enemy units, as a support unit they excel at helping more capable units to do so, which alongside their unique equipment, ensures that they would often find a place in the majority of Imperial Service operations.
Weapon Configuration Analysis
-(Basic) – While not the best of combat units, they do well in a support role, particularly so when they are used as multiple decoys for a WIP 14 Lt. in the same list.
-Boarding Shotgun – Though identical in cost to the Basic variant, this variant not only has a shorter effective range, they cannot be used as a Lt. decoy.
-LGL – Although essentially the cheapest way to field LGLs for IS lists, getting actual optimal use (such as Speculative Shot) is a challenge at best, with the 1 SWC often better used elsewhere.
-Multi-Sniper – The massive costs required, coupled with the average shooting abilities of the user, makes this variant rather cost-inefficient at best.
-Spitfire – A fairly cheap way to get some heavy firepower, although there are many stronger and reliable (albeit more expensive) alternatives to achieve the same.
-Kuang Shi Control Device – Required for deploying Kuang Shi, this variant doubly important as it also includes a Smoke LGL, which makes her a great supporting unit to those that work best with smoke cover. Her low costs makes her highly recommended for most Imperial Service lists.
-Hacker – With their good WIP and BTS of -3, they provide effective Hacking support (especially Defensive), as well as being the cheapest (and most cost-effective) of the 3 Hacker options available to the Imperial Service.
-Lt. – Costing no more then the Basic version, they also have the distinction as being the cheapest Lt. option available to the Imperial Service. With WIP 14 units being the norm for most IS lists, they can be easily hidden alongside other Basic decoys in the same list.
Link Team Analysis
Able to achieve maximum 5-unit benefits: Yes
Can Link with other units: Yes (Crane Lt. only)
Maximum BS achievable: 11 + 3 + 3 = 17
Minimum pt cost for 3/4/5-unit team: 39/52/65
Due to their low costs, and virtually guaranteed appearances in most IS lists, a fireteam of them is a very common sight. Although not the most resilient of units, their increased B (and/or BS) makes them capable of a significant output of firepower, particularly so with their smoke LGLs, allowing them to lay down a large smokescreen at a fair distance with a few orders. That same smokescreen is also an excellent defensive measure vs the majority of attackers, particularly for larger teams that has SS2 and/or the +3 BS bonus.
Tactical Analysis
As basic LI, the Celestial Guard, when unlinked, fulfill the same functions as other basic LI, and thus should try to stay alive as long as possible to contribute their orders for other users. Unlike most other basic LI however, they do excel in some support roles, with defensive Hacking and providing ranged smoke coverage being notable examples, allowing them to play an active role in many scenarios as a result. While they are useful when unlinked, they are generally at their best when linked up instead.
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Kuang Shi (Jiāng Shī - 僵尸/殭屍)
Unit Summary
Pros:
+ Very affordable
+ High AVA + Linkable
+ Decent stats (good PH for LI) with [V: Dogged]
Cons:
- Low survivability
Recommended Roles:
-Cheap assault unit
-Order generation
Additional Notes:
-Impetuous when unlinked
-Celestial Guard with Control Device required for use in same combat group
-They automatically Explode (unless Biolocator was used) upon death or Retreat!
-Their lack of a Cube renders them immune to Septisor attacks by default.
Unit Description
Though rightly seen as cheap and expendable fodder by the State Army, the Imperial Service has found additional uses for those contemptible creatures, where they are found in greater numbers in Imperial Service combat groups. Overseen by their Celestial Guard controller, they play a supporting role in Imperial Service operations, proving to be of some use despite their original crimes.
Weapon Configuration Analysis
-(Basic) – At only 5 pts each, this variant is the cheapest Regular available to the Imperial Service, allowing multiple copies to be used in a list with a minimum of cost. While very short-ranged, they are nevertheless a menace to whoever happens to be within striking distance, since they don't often miss.
-Boarding Shotgun – While costing over twice the Basic variant, this weapon gives a bit more range in comparison, although with no guaranteed hits. While not the ideal user, it is something to consider if you if have an extra 6pts that can't be used elsewhere in the list.
Link Team Analysis
Able to achieve maximum 5-unit benefits: Yes
Can Link with other units: No
Maximum BS achievable: 11 + 3 + 3 = 17
Minimum pt cost for 3/4/5-unit team: 15/20/25 +13 (for Celestial Guard controller)
Due to their remarkably cheap costs, it is possible to have both enough Kuang Shi and another fireteam (typically Celestial Guard). For the most part however, linking up is only useful to suppress their Impetuous status, as their weapons are generally too short-ranged to benefit much from the bonuses, although teams with SS2 can now have a chance to dodge attacks that would otherwise kill them without reaction, although if they fail, there can be a Explosive chain reaction if they are too close together...
Tactical Analysis
Although something akin to cheap basic LI, where keeping them alive as long as possible for their orders is a given, they are far more aggressive in comparison, with their Impetuous order and available weaponry/skills making them suited for direct assaults. They are nevertheless still vulnerable to enemy attacks, so a bit of Coordination with other elements of the list would help. When they (inevitably) do go down however, whether due to enemy fire or using their own abilities, their low pt cost makes their loss less devastating at least.
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Bào Troops, Judicial Watch Unit (Bào Bù Duì - 豹部队)
(Unit insignia N/A for now)
Unit Summary
Pros:
+ Fairly cheap MSV 2
Cons:
- Very dependent on smoke coverage
Recommended Roles:
-Alternate MSV 2 unit
Unit Description
A unit of dark repute tasked with cleaning up loose ends from Imperial Service operations, the Bào Troops perform their grim duties in a definitive manner, utilising specialised equipment to ensure they do not miss anything. Often supervised by a Pheasant Rank Imperial Agent, they can do well when used in conjunction with others in the same task force.
Weapon Configuration Analysis
-Combi-Rifle + Light Shotgun – Although not the strongest of weapon combinations, this variant can do reasonably well vs light enemies, particularly if they are bunched up close together, with reduced ranged penalties from X-Visor giving him a slight advantage in some situations.
-Boarding Shotgun, Contender - While offensive output is limited, this variant can attack (and defend) with different ammo choices, allowing a degree of flexibility on the field, with X-Visor somewhat compensating for the short reach of the main weapon.
-Multi-Sniper - Despite the large amount of investment required, if properly supported with smoke, this variant can potentially be dangerous to any target that is visible to the user, even if he lacks a X-Visor, due to the strength and special ammo of the weapon.
Link Team Analysis
Able to achieve maximum 5-unit benefits: Yes
Can Link with other units: Yes (requires a Pheasant Rank Imperial Agent)
Maximum BS achievable: 12 + 3 + 3 = 18
Minimum pt cost for 3/4/5-unit team: 99/128/157
While being linked up does improve their firepower output, the requirement of a Pheasant Rank Imperial Agent can make such a team less practical compared to the alternative options. In addition, such a team is just as reliant on smoke coverage as when unlinked due to their relative fragility.
Tactical Analysis
With relatively low costs, the Bào Troops can be an economical alternative/supplement to the Hsien (or even Ruì Shī) with regards to MSV2 coverage (such as Discovering distant targets). However, their fragility means that they are very dependent on smoke coverage, without which they are little better then basic LI in terms of combat ability/survivability, particularly so when in the reactive turn.
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Imperial Agent, Pheasant Rank (Yě Jī) (野鸡)
Unit Summary
Pros:
+ Unique weapon/equipment options
Cons:
- Expensive
- Some abilities/equipment have very limited usage
Recommended Roles:
-Chain-of-Command backup
-Unit Description
Well known as tactical advisors in various military and policing operations, the 3rd (Pheasant) Rank Imperial Agents have access to unique abilities and equipment for the performance of their duties in most situations, both in offense and support roles. However, such generalisation of their duties, as well as their traditional lone wolf approach, entails a severely high cost as a result, which limits their appearances in many operations as a direct consequence.
Weapon Configuration Analysis
-Combi-Rifle + E/Mitter – Although not the strongest of weapons, this variant can do reasonably well vs most enemies, with reduced ranged penalties from X-Visor giving him a slight advantage in some situations. His CoC also provides an instant backup should the current Lt. goes down, though it makes him an obvious target.
-Boarding Shotgun - Slightly cheaper then the other variants, this variant does not have any range penalties, although it does has the shortest effective range. Though not quite as flexible as that of the CR+E/Mitter variant, he does have CoC as well, with all the benefits and risks it entails.
-Multi-Sniper - Lacking CoC, this variant loses a key ability in return of getting a stronger weapon. However, the relative lack of long firelanes (making X-Visor pointless), incompatibility with CC, and the amount of investment required, makes this variant less then practical for most situations.
-Hacker - Although a decent Hacker by himself, and capable to personally dealing with his targets, making him a great deterrent vs those same targets, outside of Hacking, he loses CoC and X-Visor, making him less effective in most such situations relative to the other variants.
Link Team Analysis
Able to achieve maximum 5-unit benefits: Yes
Can Link with other units: Yes (with Bào Troops only)
Maximum BS achievable: 12 + 3 + 3 = 18
Minimum pt cost for 3/4/5-unit team: 123/164/205 (99/128/157 with Bào Troops)
Due to their relatively high individual costs, and low cost-efficiency, a Pheasant-only fireteam faces stiff competition from other alternatives, severely limiting their appearance rates in most situations. A single Pheasant can join up with Bào Troops for their fireteam (required in fact in order to link up), which while less impractical, does have significant issues on its own to contend with.
Tactical Analysis
While better equipped and trained compared to most other LI (at a steep cost), the Pheasant Rank Agents are still relatively fragile LI units, and as such do have their limits with regards to the amount of enemy fire they can withstand. They may not be ideal primary attack units, but they can do reasonably well in a supporting role instead. It is uncommon for them to be able to utilise all their skills however, particularly their Mono/MA3, although their presence can deter some enemy units from approaching their locations.
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Imperial Agent Crane Rank (Xiān Hè - 鶱鹤)
Unit Summary
Pros:
+ Dangerous in CQB
Cons:
- Very expensive
- Some abilities/equipment has very limited usage
Recommended Roles:
-Assault unit
Additional Notes:
-The Lt. variant can link up with Celestial Guards.
Unit Description
The roving agents of Justice in the StateEmpire, the 2nd (Crane) Rank Imperial Agents seek out problems and solve them in terminal fashion, and as such have access to advanced equipment for the task. The varied nature of their tasks does result in them taking on a multitude of roles, without any real specialisation, which makes supplying them an expensive prospect, limiting the number of operations they participate in.
Weapon Configuration Analysis
-(Basic) – With multiple ammo choices, this variant has flexibility when dealing with various targets, even when on the defensive. In addition, he can act as a decoy (albeit an expensive one) for a WIP 14 Lt.
-Boarding Shotgun – Though cheaper and stronger then the Basic variant, this variant not only has a shorter effective range (but no range penalties), he cannot be used as a Lt. decoy either.
-Spitfire – While requiring the most investment compared to other users, this variant, otherwise similar to other HI users, can however use his weapon at longer distances with lower range penalties if required.
-Lt. – Similar in utility to the Basic variant, this variant has the distinction of being able to link up with Celestial Guards, although doing so will make his status very clear for all to see as a result.
Link Team Analysis
Able to achieve maximum 5-unit benefits: Yes
Can Link with other units: Yes (with Celestial Guards only)
Maximum BS achievable: 13 + 3 + 3 = 19
Minimum pt cost for 3/4/5-unit team: 159/212/265 (87/100/113 with Celestial Guard)
Due to their steep individual costs, a Crane-only fireteam is impractical in most situations. The Lt. variant can however link up with Celestial Guards, although such a fireteam does have its issues, not least of which is the obvious status of the Lt., and the exposure of the vulnerable Celestial Guard to enemy fire should the team be used aggressively, the Crane being rather pointless if not used as such.
Tactical Analysis
Despite being well equipped for a light HI unit, the Crane Rank Agents, while fast and theoretically able to deal with many situations, is not quite a specialist in any field, and has a fearsome cost as well, making him less then ideal compared to other units in the same situation. If anything, they suffer from conflicting abilities, which often means some expensive abilities (the MA3/Mono CCW in particular) see very little practical use, reducing their overall effectiveness as a result. And for a HI, he is unfortunately not the most resilient of units either.
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Wú Míng (无名)
Unit Summary
Pros:
+ Cheapest HI available to the Imperial Service
Cons:
- Outclassed by other HI
Recommended Roles:
-Take and Hold
Additional Notes:
-Their lack of a Cube renders them immune to Septisor attacks by default.
Unit Description
While the Wú Míng plays a limited role within the State Army due to them being a penal unit, is it due to that same reason that they appear in greater numbers in Imperial Service operations, where they provide a good amount of firepower as a heavy assault unit. Although functionally similar to other basic HI, they are capable of unconventional tactics against the enemy, thus ensuring their usefulness even when considering their status.
Weapon Configuration Analysis
-MR+LGL – With a multitude of ammo choices, this variant does decently well on the defense when close enough to the enemy. While capable of attacking, getting optimal results (e.g. using Speculative Shot) can be a challenge.
-HMG – While a relative cheap way to gain heavy firepower, there are other HI users can make better use of it, as this variant does not have any particular way to maximize its usage.
-BS & Grenades – Although having a shorter effective range then the other variants, this variant is the cheapest HI available, and can do reasonably well when facing enemies that are in close proximity to them.
-Combi-Rifle + E/Mitter - Decent enough on the offensive/defensive, this variant can occasionally be dangerous vs E/M vulnerable enemies, particularly at near point-blank ranges.
-Combi-Rifle & LRL - Similar to the other variants in combat ability, this variant is notable for his Fire-based attacks, albeit at a cost, which makes him useful against enemies that are weak against Fire in general.
Link Team Analysis
Able to achieve maximum 5-unit benefits: Yes
Can Link with other units: No
Maximum BS achievable: 13 + 3 + 3 = 19
Minimum pt cost for 3/4/5-unit team: 108/144/180
While being linked up does improve the efficiency of an otherwise standard HI, making them formidable foes particularly in larger teams, the Wú Míng fireteam does have to contend with paying a considerable sum in order to have the numbers required for linking, although they do have access to multiple ammo types, which can make them reasonably effective vs most enemies in a straight-up shootout. In an appropriate defensive position (with short firelanes), such a team can be very difficult to break.
Tactical Analysis
Similar to other basic standard HI, the Wú Míng can perform the same duties expected of such units. While capable of being attacking units, their relative slowness and short reach means they can be rather inefficient when used as such, although when they do manage to reach their destinations, they can be hard to shift from their position. The amount of template weapons available to them do occasionally make them useful vs units that clump up together.
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Immediate Action Unit Sù-Jiàn (速剑)
Unit Summary
Pros:
+ Very well armed with decent stats
+ 6-6 MOV + Climbing Plus (in Mobility mode)
Cons:
- Large physical size
Recommended Roles:
-Fast primary attack unit
Additional Notes:
-Changing forms needs just 1 short Order, but does not work in ARO.
-Despite having [G: Remote], they are not REMs, so it can still Dodge and go Prone without penalty.
-The Mobility Form can be used to proxy for another standard-sized REM if desired.
Unit Description
A highly specialised unit with links to the Imperial Service, the operators of the Sù-Jiàn unit pilot the most advanced of HI of the Human Sphere, where despite their recent introduction to active service, they are well regarded by both the State Army and the Imperial Service. Unlike the typical HI, their speed and flexibility allows them to use unorthodox methods to strike at the enemy at their weakest points, something which the Imperial Service often exploits well.
Tactical Analysis
Unique among HI, the Sù-Jiàn has the ability to adapt quickly to changing conditions on the field. When in Combat Form, it is a decent fighter like other standard HI units, with multiple weapons to choose from when dealing with any type of enemy. When in Mobility Form, it becomes significantly more mobile, albeit with reduced BS, enabling it to reach distant spots (including elevated ones) on the field with fewer orders, and allowing unexpected tactical moves as a result. In either Form, they are resilient to unconventional attacks, and will not budge from their location unless instructed to.
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Hsien Warriors (Xiān - 仙)
Unit Summary
Pros:
+ MSV 2 as standard equipment
+ Excellent stats
Cons:
- Rather expensive
Recommended Roles:
-Primary attack unit
Additional Notes:
-No change whatsoever from pre-HS times.
-Use in conjunction with Smoke cover from the Celestial Guard for best effect.
Unit Description
The highest ranking of Imperial Agents, the Hsien comprise the pinnacle of the State Army and within the Imperial Service. The most experienced of elite troops, they are typically are sent to missions deemed absolutely vital to Yù Jīng, with the most advanced equipment and training to see them through. Whether working by himself or with supporting elements, their effectiveness has made them well appreciated in countless Imperial Service field operations.
Weapon Configuration Analysis
-(Basic) – With multiple ammo choices, this variant has flexibility when dealing with various targets, even when on the defensive. In addition, he can act as a decoy (albeit an expensive one) for a WIP 14 Lt.
-HMG – While the most expensive way to field a HMG in the Imperial Service, this user is also the best equipped to make the most out of it relative to other users, with her high BS ensuring a high chance of hits.
-Boarding Shotgun – Though cheaper and stronger then the Basic variant, this variant not only has a shorter effective range, he cannot be used as a Lt. decoy either.
-E/M LGL - With access to E/M ammo, this variant has an extra option vs higher tech targets compared to the basic variant, although maximising its use (including Speculative Shot) can be a challenge even with his high BS.
-Lt. – Functionally identical to the Basic variant, this Lt. option is unique due to the +1 SWC bonus. Using even half of that extra SWC, while not always necessary, will make him an obvious target however.
Link Team Analysis
Able to achieve maximum 5-unit benefits: No
Can Link with other units: No
Maximum BS achievable: 14 + 3 = 17 (No 5-man bonus.)
Minimum pt cost for 3/4-unit team: 156/208
With their high individual costs, a Hsien fireteam is only really possible at higher pt games, taking up a significant proportion of any list they are taken. Although unable to form a 5men team, linked Hsien has significantly improved mobility and damage output, with a full team particularly good when dealing with Camo/Impersonator targets. Using such a team effectively precludes the use of most other expensive units, although Celestial Guard and Kuang Shi makes a great supporting crew (particularly for the smoke).
Tactical Analysis
As the most experienced of Imperial Agents, the Hsien are consequently the most capable of combat units in the Imperial Service, particularly due to their MSV 2, which when ideally deployed in conjunction with smoke coverage from supporting Celestial Guard elements, can be used to devastating effect on their targets, including otherwise difficult enemies using Camo or ODD. While functionally similar to most other standard HI, they are more resilient to unconventional attacks, can somewhat defend themselves in CC, and will stand their ground even after taking hits.
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Auxillary
Ninja
Unit Summary
Pros:
+ Only TO Camo + Infiltrator available
Cons:
- Very CC orientated
- Fairly expensive
Recommended Roles:
-General irritant
Unit Description
Despite their dubious reputations, the ninja are sometimes used in Imperial Service operations as an auxiliary unit due to their deniability, where their skills allows an alternative method to dealing with problems, as well as being a general irritant to the enemy.
Weapon Configuration Analysis
-Shock/AP CCW - Due to their low PH, using these CCWs actually does less damage when compared to the combi-rifle, which should be the weapon of choice for most situations.
-EXP CCW - Costing slightly more then the other CCWs, this variant can potentially do more damage in CC, although the damage is still lower then the combi-rifle.
-Multi-Sniper – Although the strongest weapon available, the significant costs required, coupled with the average BS of the user and incompatibility with CC, renders this variant very cost-ineffective, thus limiting her appearances.
-Hacker – The most expensive of the 3 Hackers available, the ability to deploy close to the enemy means she is less dependent on Repeaters, although the lack of BTS does reduce her effectiveness if enemy Hackers are about.
Tactical Analysis
Being the only skirmisher unit in the Imperial Service, the ninja has their own modus operandi which grants an additional tactical option on the field. Being able to deploy fairly close to the enemy, they are capable of surprising and harrassing the enemy from the start, although they are not the best of fighters for the investment required, and utilising all her skills can be a challenge at the best of times.
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Dakini Tactbots
Unit Summary
Pros:
+ Minetism + Humanoid shape
Cons:
- Somewhat redundant
Recommended Roles:
-Fast backup support
Unit Description
A basic component in ALEPH's S.S.S., the Dakini on loan to the Imperial Service play a similar, though minor, function there. Due to their lower availability, the roles they play as basic LI are somewhat more limited, but their requirements as REMs can influence the make up of a combat group they are utilised in.
Weapon Configuration Analysis
-(Basic) – Not the best of combat units, this variant can do well in situations where their speed is essential, but are otherwise made redundant by other basic LI.
-HMG - The cheapest way to obtain a HMG on a fast platform, this variant nevertheless has standard basic LI limitations that reduces the overall effectiveness of the weapon.
-LGL - Although its speed allows easier up-field advancement for Speculative Shot, getting the most out of the weapon is still a challenge due to basic LI limitations.
-Multi-Sniper – The massive costs required, coupled with the average shooting abilities of the user, makes this variant rather cost-inefficient at best.
-Paramedic - A cheaper alternative for medical support compared to the Sophotect, though nowhere as effective, and requires exposure to enemy fire in most cases. Otherwise similar to the basic variant.
Tactical Analysis
Due to having reduced AVA compared to their parent list, the Dakini have to play a more specialised role in Imperial Service to order to avoid redundancy. Being an otherwise standard REM in a basic LI role, they are generally better off in a supporting role, particularly ones where their high MOV can be utilised, as they cannot take much damage at all, even with Mimetism.
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Garuda Tactbots
Unit Summary
Pros:
+ Only AD unit + Mimetism
Cons:
- AVA 1 + Hacker required
Recommended Roles:
-AD/hunter unit
Additional Notes:
-Base 55% chance (PH 11) of a successful Combat Jump
Unit Description
A specialised AD-capable REM from the S.S.S., the Garuda Tactbot offers additional tactical options to Imperial Service operations, where their ability to deploy close to the weakest of enemy positions can make them far more dangerous then what they appear to be. Like other REMs, the composition of the combat group they are used in has to somewhat tailored for them.
Weapon Configuration Analysis
-Combi-Rifle - With the ability to make use of the weapon up close from deployment, this variant makes a decent assault unit vs lighter targets, although the weapon itself is not the strongest available.
-Boarding Shotgun - Similar to the basic variant, this variant can use the weapon within its short optimal range without much issue, although the lower B does reduce overall damage output.
-HMG - Despite the fair bit of investment required, this variant is capable of far more damage output relative to the other variants, particularly when combined with its ability to redeploy to optimal positions easily.
Tactical Analysis
Being the only AD unit available, the Garuda is one of the few units in the Imperial Service that can attack the moment it hits the field, where its speed allows it to get into a good position to attack, preferably vs weaker targets for the best chances of winning the firefight, with a minimum of orders spent and with Minetism making it a harder target to hit back. Despite having AD3, it is often a better idea to deploy via AD2 instead, as its PH means a high chance of scattering if deploying via AD3.
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Sophotect
Unit Summary
Pros:
+ Fast and resilient
+ Sole Doctor + Engineer available
Cons:
- Fairly expensive
- AVA 1
Recommended Roles:
-Medical and Engineering support
Unit Description
On secondment from ALEPH, the Sophotect (aka the 'Rbhu') is an Aspect who is both a Doctor and Engineer, and as such is uniquely able to play an important support role in Imperial Service operations. Unlike most other support specialists elsewhere, she is capable of personally reaching her patients quickly, and has a excellent chance of successfully treating them. She also makes a reasonable backup fighter as well.
Tactical Analysis
As the only Doctor and Engineer available to the Imperial Service, the Sophotect is capable of restoring any damaged unit back to operational status, and have a base 75% chance (WIP 15) to succeed in any such action. Although she is functionally identical to other such specialists, her Lhost body grants her increased speed and resilience, which allows her to both move fast to wherever she is needed, and withstand some hits as well (within reason). While optional, it is highly recommended to attach Yudbot(s) to her, thus doubling her potential coverage.
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Characters
Sun Tze (孙子 - Sūn Zǐ)
Unit Summary
Pros:
+ Total Immunity + No Wound Incapacitation
+ Excellent Lt. (with Stategos L3) with high WIP (17)
Cons:
- Expensive
- Not the best of attackers
Recommended Roles:
-Viable Lt.
Additional Notes:
-While 2 versions of him are available, Sun Tzu is still a unique character. As such, only one version of him can be used at any one time.
Unit Description
The result of Project 'Advisor', the Recreation known as Sun Tzu is one of the finest military minds in the service of Yù Jīng, where he has been instrumental in many victories. As the Imperial Service is responsible for maintaining internal security within the State, the most critical of their missions often necessitates his personal presence, where his strategic planning can be of vital importance. Depending on the nature of the mission, he can appear as either a tough HI (v1.0), or as a supporting marksman (v2.0).
Weapon Configuration Analysis
-v1.0 - With his advanced power armor, combined with his resilient Lhost body, this variant is able to take a considerable amount of punishment from most attacks and keep on fighting, which can be important as he make a very obvious Lt. (pointless not to use him as such). Despite that, his average combat skills and somewhat basic weaponry means he isn't the best of attacking units considering his price.
-v2.0 Multi-Rifle - Lacking power armor, but still retaining Lhost resilience, this variant is able to make use of the Multi-rifle, and make Discover rolls, without any range penalties whatsoever. The (relatively) low price makes this variant much less inefficient when used in a supporting role as the Lt..
-v2.0 Multi-Sniper - Despite having the strongest weapon compared to the other variants, the average shooting skills of the user, the lack of long firelanes, and the investment required means this variant would have issues making the most out of his equipment, particularly when used as a supporting Lt..
Tactical Analysis
With his strategic skills, Sun Tzu makes a natural Lt. for any combat group he joins, with his Strategoes L3 granting benefits (which can radically change gameplay) both during deployment and on the field, and his WIP 17 meaning he will (usually) win the Lt. roll. Unlike most Lt. units, he is tough enough to withstand a good amount of damage that inevitably comes his way. As an attacking unit however, he does not particularly stand out, although he is a reasonable shot, and has a great chance (base 85%) to Discover most things.
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Father Lucien Sforza, Authorised Bounty Hunter
Unit Summary
Pros:
+ Good combination of weapons and equipment
+ Fairly affordable with decent stats
Cons:
- Irregular
Recommended Roles:
-Secondary attacking/distraction unit
Additional Notes:
-The Holoprojector allows Sforza to deploy disguised as any other humanoid figure.
Unit Description
An enigmatic character, Father Lucien Sforza has the distinction of being the only mercenary who has been hired on a regular basis by the Imperial Service. Despite his origins, his skills have proven to be very useful, meshing well with the methodology of the Imperial Service. With his equipment acquired from previous contracts and bounties, he can play a very useful role in whatever operations he is hired for.
Tactical Analysis
As a bounty hunter, Father Lucien Sforza is a survivor, a trickster, and a decent fighter as well, all due to his Holoprojector. While he can deploy using Holoprojector 1, which has its own uses (such as drawing attention from an obvious Lt.), his best protection are his Holoechoes that, with decent luck, draw out enemy reactive fire as he strikes, where his X-Visor can compensate for his otherwise short-ranged weapons. His Irregular status, despite its drawbacks, does allow him a degree of independent action without affecting the rest of the combat group.
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REMs
Note: As the stats/weapon options of the various REMs of Yù Jīng (except the Yáo Xiè) are similar to most Remotes of the other Factions, the tactical analysis below applies to them as well.
Common Pros:
+ Superior Movement
+ Unique weapon/equipment options
+ [G: Remote Presence]
+ Built-in Repeaters (except where noted)
Common Cons:
- Physically large and fragile
- Only repairable by an Engineer
- Requires a Hacker and/or TAG to use (except Yáo Zǎo)
- -6 to Dodge, and cannot go Prone or use Cautious Movement
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Yáo Xiè (遥械) series
General Analysis
The combat REMs of Yù Jīng, the new Yáo Xiè series play a far more aggressive role compared to the more established Yáo Kòng series. While not as well armored compared to similar combat REMs elsewhere, they do have access to Multispectral Visors, which can give them an edge against Camo troops, and in conditions of poor visibility. While some investment is required in order to use them, they can do well as secondary attackers for the combat group, as well as aiding in offensive Hacking via their Repeaters as required.
Ruì Shī (瑞獅)
Unit Summary
Pros:
+ Fairly cheap MSV 2
Cons:
- Very dependent on smoke coverage
Recommended Roles:
-Alternate MSV2 unit
Tactical Analysis
With their relatively cheap costs, the Ruì Shī can provide an affordable alternative/supplement to the Hsien where MSV2 coverage is required. As such, they share similar tactics, although their speed allows them to relocate quickly as needed. Due to their fragility, they are far more dependent on smoke coverage, having very limited ability to handle incoming fire, and very vulnerable on the reactive turn, necessitating the use of order(s) to relocate them to fall-back positions.
Lù Duān (甪端)
Unit Summary
Pros:
+ Good combination of weapons and equipment
Cons:
- Dependent on Holoechoes for survival
Recommended Roles:
-Fast secondary attack unit
Additional Notes:
-The Holoprojector allows the Lù Duān to deploy disguised as another standard REM or something similar (such as the Sù-Jiàn Mobility Form).
Tactical Analysis
With a plethora of equipment available to them, the Lù Duān can be a surprisingly good fast attack unit with the capability for misdirection, where it can either start out disguised, thus attracting enemy attention, or with Holoechoes to (hopefully) draw away enemy fire. Like the Sù-Jiàn, it has multiple weapons to deal with the enemy, making it an excellent accompaniment when mobile firepower is required. Despite its limitations, MSV 1 is still functional vs Camo units, although it can always use Intuitive Fire instead (with smoke coverage) to minimise exposure.
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Yáo Kòng (遥控) series
General Analysis
The standard REMs of Yù Jīng, the established Yáo Kòng series generally play a supporting role for most operations, where they each provide their specialised services for the combat group, with the attendant advantages and disadvantages inherent for their use. Like the Yáo Xiè series, they can help in offensive Hacking via their Repeaters, though using them will require some investment, and and a fair amount of caution considering their limited means to block/deflect incoming enemy fire.
Wèi Bīng (卫兵)
Unit Summary
Pros:
+ Forward Observer + Sensor
Cons:
- Fairly short effective range
Recommended Roles:
-Mobile FO + Sensor unit
Tactical Analysis
A specialised tracking unit, the Wèi Bīng provides a way to Discover and mark targets while out of LoS, with the base 65% chance of success, allowing the use of Speculative and Guided attacks on the target without any penalties. The limited range of its equipment means it has to get close, though its high MOV minimises the orders required to get into position. While it does have a limited defensive capability, it is best left out of enemy fire on the reactive turn.
Hù Sòng (护送)
Unit Summary
Pros:
+ Total Reaction + 360* Visor
Cons:
- Average combat skills
Recommended Roles:
-Defensive unit
Additional Notes:
-The AVA of the Hù Sòng has been increased to 3 in the Imperial Service
Weapon Configuration Analysis
-AP Mines - Having mines alongside its HMG, this variant plays to its defensive duties, having the ability to lay mines in relevant spots and consequently focusing on repositioning with a minimum of orders as needed.
-E/M LGL - Armed with an E/M LGL instead of mines, this variant can be used in a somewhat more aggressive mode (within limit) if E/M attacks are desired. In other respects, it is similar in function to the other variant.
Tactical Analysis
With a combination of the 360* Visor and Total Reaction built into the Hù Sòng, they make a potent defensive unit, with firepower output unchanged in the reactive turn. One notable practical application is their ability to cover the backlines from enemy AD units. Despite all that, they do have their limits, with concentrated attacks having a good chance to destroy them, though they can generally return fire before going down.
Son-Bae
Unit Summary
Pros:
+ Sole GML available
Cons:
- Dependent on FO units for optimal function
Recommended Roles:
-Guided Missile Launcher support
Additional Notes:
-The Son-Bae does not have a installed Repeater
Tactical Analysis
In most operations it is involved in, the Son-Bae has a very specialised function, namely to be the launch platform of the Guided Missiles sent towards marked targets. As such, while it can generally stay out of sight away from enemy fire, it is very dependent on FO units (such as the Wèi Bīng) for optimal usage, the absence of which relegates it to normal firing mode, exposing it to enemy fire if used as such.
Chāi Yi (差役)
Unit Summary
Pros:
+ Very affordable
Cons:
- Virtually defenceless in combat
Recommended Roles:
-Mobile Repeater support
Tactical Analysis
Configured for speed and mobility, the main function of the Chāi Yi is to provide mobile Repeater coverage for their Hacker for offensive Hacking. While cheap, and capable of navigating terrain otherwise impassable for REMs, it has no ranged weapons, and has only Minetism for protection, and as such should be kept out of LoS if at all possible.
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Yáo Pú Panguling [Chuān Shān Jiǎ] (遥仆 - 穿山甲)
Unit Summary
Pros:
+ Baggage as standard loadout
Cons:
- Limited defensive capabilities + higher target profile
Recommended Roles:
-EVO Repeater support
-Possible use in scenarios
Unit Description
A dedicated support REM, the Yáo Pú Panguling provide extended logistical support for prolonged operations where resupply is difficult, as well as aiding in the disruption of enemy battle plans. As such, compared to the other REMs, it is more sturdy in build, making it somewhat more resilient to enemy fire, though at the cost of speed. Due to is higher target profile, a degree of caution is required when using them.
Weapon Configuration Analysis
-Minesweeper - Though having no ranged weapons itself, this variant is particularly useful against enemy Deployed Weapons, with a base 65% chance to convert those weapons to its side. It can also be used, ideally out of LoS, to determine whether a deployed Camo marker is a Mine or an actual unit.
-EVO Repeater – The ultimate in Hacking support, this variant grants additional abilities for the Hacker on the field, making offensive Hacking somewhat easier assuming there are Repeaters available. Lacking any ranged weapons, it is best hidden away from enemy fire as much as possible.
-Total Reaction Combi-Rifle - While a more limited version of the Hù Sòng, this variant is more resilient in comparison, making it more likely to survive point blank attacks. Nevertheless, its use does require exposure to enemy fire, which will make it a very attractive target considering its value.
Tactical Analysis
Like the Yáo Kòng series, the main role of the Yáo Pú is that of a supporting one to the combat group, the main one of which is to increase the Retreat threshold, which can have tactical significance. This makes them a higher priority target for the enemy relative to its cost, and as such should be minimally exposed if at all possible, since even its increased ARM does have its limits. It's utility and value may be further enhanced in future scenarios as well.
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Yudbots
Unit Summary
Pros:
+ Very affordable
+ Minetism + small target profile
Cons:
- Virtually defenceless in combat
Recommended Roles:
-G:Servant attachment to Medical/Engineer specialist
Unit Description
A natural extension of the support specialist, the Yudbot allows that same specialist to perform her duties from a distant spot of the field, minimising exposure to enemy fire such duties often entail. With such great utility at a reasonable price, they are a common sight whenever such a specialist is deployed.
Tactical Analysis
Being a G:Servant REM, the Yudbot essentially doubles the coverage of the support specialist it is attached to, which given its high MOV, not only makes it easier to reach distant subjects, but also allows the specialist to administer to two of them at the same time if desired. Being smaller and harder to target, it can be sent to otherwise hazardous locations in lieu of the specialist, where its low cost would not adversely affect operations significantly if lost.
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Getting started
As a sectorial list, the Imperial Service can be as flexible as a vanilla list in most aspects, and if one already as an existing force, chances are most of the important units will be available for use. For those starting from scratch, one can't go far wrong with getting the IS starter with a Kuang Shi box to begin.
IMPERIAL SERVICE
──────────────────────────────────────────────────────────────────────
GROUP 1 (Regs: 10/Irrs: 0):
HSIEN HMG / Pistol, AP CCW (61 | 2)
MOV:4-2 CC:16 BS:14 PH:14 WIP:14 ARM:4 BTS:-6 W:2
Regular, Not Impetuous, Cube, Linkable
Martial Arts L2, Multispectral Visor L2
CELESTIAL GUARD Lieutenant Combi Rifle / Pistol, Knife (13)
MOV:4-4 CC:14 BS:11 PH:10 WIP:14 ARM:1 BTS:-3 W:1
Regular, Not Impetuous, Cube, Linkable
Lieutenant
2x CELESTIAL GUARD Combi Rifle + Light Smoke Grenade Launcher / Pistol, Knife (13 | 0.5)
MOV:4-4 CC:14 BS:11 PH:10 WIP:14 ARM:1 BTS:-3 W:1
Regular, Not Impetuous, Cube, Linkable
Kuang Shi Control Device
IMPERIAL AGENT Combi Rifle + E/Mitter / Pistol, Monofilament CCW (43)
MOV:4-4 CC:17 BS:12 PH:11 WIP:14 ARM:2 BTS:-3 W:1
Regular, Not Impetuous, Cube, Linkable
Martial Arts L3, Chain of Command, X Visor
WU MING Boarding Shotgun, Grenades / Pistol, CCW (36)
MOV:4-2 CC:16 BS:13 PH:14 WIP:13 ARM:4 BTS:-3 W:2
Regular, Not Impetuous, No Cube, Linkable
4x KUANG SHI Chain Rifle / Pistol, Knife (5)
MOV:4-4 CC:14 BS:11 PH:12 WIP:13 ARM:0 BTS:0 W:1
Regular, Impetuous, No Cube, Linkable
Biolocator, Explode, V: Dogged
199 Points | SWC: 3
ARMY CODE:
Army Infinity v.3.0.
While a bit of proxying is required, you have a decent 10 men list with a decent amount of staying power, and 2 fireteam options. In this case, the Hsien HMG will be doing most of the fighting, preferably with smoke coverage from the Celestial Guard fireteam, though the Wú Míng and the Kuang Shi are capable of being decent attackers themselves. The Pheasant is the reserve unit, and a backup Lt. should the otherwise obvious CG Lt. be targeted.
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After the first 2 boxes, additional blisters that should be considered includes another CG 2pack, the Sophotect with a Yáo Zǎo (I personally use a Yudbot gotten from another player to proxy for it), Sforza, and perhaps the actual Hsien HMG.
IMPERIAL SERVICE
──────────────────────────────────────────────────────────────────────
GROUP 1 (Regs: 9/Irrs: 1):
HSIEN HMG / Pistol, AP CCW (61 | 2)
MOV:4-2 CC:16 BS:14 PH:14 WIP:14 ARM:4 BTS:-6 W:2
Regular, Not Impetuous, Cube, Linkable
Martial Arts L2, Multispectral Visor L2
CELESTIAL GUARD Lieutenant Combi Rifle / Pistol, Knife (13)
MOV:4-4 CC:14 BS:11 PH:10 WIP:14 ARM:1 BTS:-3 W:1
Regular, Not Impetuous, Cube, Linkable
Lieutenant
CELESTIAL GUARD Combi Rifle / Pistol, Knife (13)
MOV:4-4 CC:14 BS:11 PH:10 WIP:14 ARM:1 BTS:-3 W:1
Regular, Not Impetuous, Cube, Linkable
2x CELESTIAL GUARD Combi Rifle + Light Smoke Grenade Launcher / Pistol, Knife (13 | 0.5)
MOV:4-4 CC:14 BS:11 PH:10 WIP:14 ARM:1 BTS:-3 W:1
Regular, Not Impetuous, Cube, Linkable
Kuang Shi Control Device
CELESTIAL GUARD Spitfire / Pistol, Knife (20 | 1)
MOV:4-4 CC:14 BS:11 PH:10 WIP:14 ARM:1 BTS:-3 W:1
Regular, Not Impetuous, Cube, Linkable
2x KUANG SHI Chain Rifle / Pistol, Knife (5)
MOV:4-4 CC:14 BS:11 PH:12 WIP:13 ARM:0 BTS:0 W:1
Regular, Impetuous, No Cube, Linkable
Biolocator, Explode, V: Dogged
SOPHOTECT Combi Rifle, D-Charges / Pistol, Knife (31)
MOV:6-4 CC:13 BS:11 PH:11 WIP:15 ARM:2 BTS:0 W:1
Regular, Not Impetuous, Cube
Engineer, Doctor, V: No Wound Incapacitation
YÁOZĂO 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
SFORZA Viral Rifle + Adhesive Launcher, Nanopulser / Pistol, Electric Pulse (23)
MOV:4-4 CC:14 BS:13 PH:11 WIP:13 ARM:2 BTS:0 W:1
Irregular, Not Impetuous, Cube
Holoprojector L2, X Visor
200 Points | SWC: 4
ARMY CODE:
Army Infinity v.3.0.
While somewhat similar to the previous list, you now have a full 5men CG fireteam, which can make a fearsome defensive unit, especially considering they can shoot B2 smoke at an effective BS of 17 for themselves or whoever else needs it. With his Holoechoes, Sforza makes an excellent attacking unit as well, and the Sophotect+Yáo Zǎo is fast enough to cover most of the field within a few orders
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One final purchase any IS player should consider is the Sù-Jiàn box, containing one of the most flexible units available for use. Using all the purchases together is best done at the 250pt level at least.
IMPERIAL SERVICE
──────────────────────────────────────────────────────────────────────
GROUP 1 (Regs: 9/Irrs: 1):
HSIEN HMG / Pistol, AP CCW (61 | 2)
MOV:4-2 CC:16 BS:14 PH:14 WIP:14 ARM:4 BTS:-6 W:2
Regular, Not Impetuous, Cube, Linkable
Martial Arts L2, Multispectral Visor L2
CELESTIAL GUARD Lieutenant Combi Rifle / Pistol, Knife (13)
MOV:4-4 CC:14 BS:11 PH:10 WIP:14 ARM:1 BTS:-3 W:1
Regular, Not Impetuous, Cube, Linkable
Lieutenant
2x CELESTIAL GUARD Combi Rifle + Light Smoke Grenade Launcher / Pistol, Knife (13 | 0.5)
MOV:4-4 CC:14 BS:11 PH:10 WIP:14 ARM:1 BTS:-3 W:1
Regular, Not Impetuous, Cube, Linkable
Kuang Shi Control Device
2x CELESTIAL GUARD Combi Rifle / Pistol, Knife (13)
MOV:4-4 CC:14 BS:11 PH:10 WIP:14 ARM:1 BTS:-3 W:1
Regular, Not Impetuous, Cube, Linkable
SÙ-JIÀN Spitfire, Light Flamethrower, Panzerfaust / Pistol, CCW (56 | 2)
MOV:6-6 CC:8 BS:11 PH:14 WIP:13 ARM:4 BTS:-6 STR:2
Regular, Not Impetuous, G: Remote Presence, Mechanical Transmutation
Climbing Plus


COMBAT FORM


MOV:4-2 CC:16 BS:13 PH:14 WIP:13 ARM:4 BTS:-6 STR:2


Regular, Not Impetuous, G: Remote Presence, Mechanical Transmutation
SOPHOTECT Combi Rifle, D-Charges / Pistol, Knife (31)
MOV:6-4 CC:13 BS:11 PH:11 WIP:15 ARM:2 BTS:0 W:1
Regular, Not Impetuous, Cube
Engineer, Doctor, V: No Wound Incapacitation
YÁOZĂO 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
SFORZA Viral Rifle + Adhesive Launcher, Nanopulser / Pistol, Electric Pulse (23)
MOV:4-4 CC:14 BS:13 PH:11 WIP:13 ARM:2 BTS:0 W:1
Irregular, Not Impetuous, Cube
Holoprojector L2, X Visor
KUANG SHI Boarding Shotgun / Pistol, Knife (11)
MOV:4-4 CC:14 BS:11 PH:12 WIP:13 ARM:0 BTS:0 W:1
Regular, Impetuous, No Cube, Linkable
Biolocator, Explode, V: Dogged
250 Points | SWC: 5
ARMY CODE:
Army Infinity v.3.0.
Effectively an upgraded version of the previous 200pt list, this list features both the Hsien and the Sù-Jiàn as capable attacking units, with Sforza and the Kuang Shi as secondary attackers. The Sophotect is more useful as well, as her Engineer skill will now see more use. The Sù-Jiàn also grants an extra fast unit for objectives in distant spots on the table should that be required.
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From RR:
Thank you again to No. 33, i hope you all enjoy his work.