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==Unit Description== [[File:Unit Identifier ISS.jpg|thumb|Unit Identifier ISS]] ===Light Infantry=== *'''Authorized Bounty Hunters:''' ISS puts up bounties, Authorized Bounty Hunters show up and claim them. Solid stats, and occasionally come up huge with Booty. The Submachine Gun/Akrylat-Kanone profile is a very cheap, expendable ARO trooper who can participate in Coordinated Orders. A useful way to get inexpensive SWC into your Zhain. **'''Fireteams''': Zhian. *'''Father Lucien Sforza:''' The AI-hunting legend himself, Sforza comes with two flavours; a Holoprojector solo and a linkable FTO without. Both profiles have Holomask, allowing him to take on the appearance of any Silhouette 2 trooper in your army. He's a crack shot, and his X-visor pushes the lethality of his weapons to outrageous ranges. His Viral rifle will flatten anything with low BTS, and his +1b ADHL will deal with anything else. **'''Fireteams''': FTO Sforza fits into a Zhian. *'''Miranda Ashcroft, Authorized Bounty Hunter:''' A former rich girl turned bounty hunting thrill-seeker, Miranda comes loaded with the best gear money can buy. Don't sleep on her Combi+E/Mitter profile: her Mim-6 and the bonus burst on that E/mitter tilts the combat math massively in her favour against heavy armor without MSV. **'''Fireteams''': Zhian. *'''Bao Troops:''' The leopard troopers got massively pruned down in N4, losing their X-visor and consolidating their profiles down to three different loadouts. They're cheap, linkable MSV2, but mind that they're low armor with no shock immunity, so don't plant the sniper in front of an HMG and expect him to last long. **'''Fireteams''': Zhian. *'''Celestial Guard:''' The regiment tasked with guarding the Imperial Palace grounds, Celestial Guards make excellent hackers, and the Monitor is required to deploy Kuang Shi. **'''Fireteams''': Celestial Guard; one CG is required at minimum, but can form a mixed fireteam with Dakinis, Devas, and Tao Wu. A Celestial Guard Monitor forms a pure Core with Kuang Shi. *'''Gui Feng Xi Zhuang''': The Celestial Guard character and Yu Jing special operative. Now a true wildcard, Xi is absolutely loaded with gear and makes a compact, useful addition to any link team. A flexible source of Number 2, Xi can maintain link integrity if the leader goes down, allowing you to retain your bonuses without expending command tokens to reform. **'''Fireteams''': Wildcard, counts as a Celestial Guard for composition bonuses. *'''CSU, Corporate Security Unit''': Corporate security representing the interests of Yu Jing state corporations. CSUs are flexible troops who occasionally come up big with Metachemistry. They contribute cheap link bonuses to your Zhian, and a variety of weapons with a large number of templates mean they'll trade extremely well. **'''Fireteams''': Zhian. *'''Deva Functionaries:''' New in N4, Deva Functionaries are auxiliary troops provided to the Imperial Service to keep the peace and foster goodwill towards Aleph. Outrageously high stats and enough profiles to solve any number of problems, Devas make both great backline Lts or frontline combatants. **'''Fireteams''': Celestial Guard, and ALEPH Support where they count as Dakinis. *'''Imperial Agents, Pheasant Rank:''' ISS leans on its offensive Lts to get work done and provide SWC discounts, so it's important to have a good command structure in case the worst happens. Thankfully, Pheasants are more than capable of picking up the slack. Featuring Chain of Command at baseline, Pheasants fulfil an important backline specialist role, with a variety of support loadouts such as hackers or Madtrap minelayers. Notably, the Tactical Awareness Red Fury Pheasant is one of the few high burst specialists, making her ideal for a late turn 3 objective run. **'''Fireteams''': Zhian. May join ALEPH Support fireteams. *'''Kuang Shi:''' Made up of dissenters, traitors, and criminals too heinous to be rehabilitated, Kuang Shi are how ISS can afford all of its high value troops. Aggressively costed, Dogged, and linkable, Kuang Shi are designed to scream across the table and trade life for life with enemy troops. Keep in mind a Celestial Guard Monitor allows you to deploy up to 4 Kuang Shi, and they must be in the same group. **'''Fireteams''': Kuang Shi Fireteam with a Celestial Guard Monitor. *'''Major Lunah, ex-Aristeia! Sniper:''' A former bloodsport superstar who publicly renounced her Haqqislam citizenship to join Yu Jing, Lunah brings her expert marksmanship to ISS. Already quite good in N3, She was massively buffed in N4, and now demands attention on the battlefield. Bear in mind she's ISS's only Mim-3 Camouflage troop, so she's quite telegraphed to an informed opponent. *'''Motorized Bounty Hunter''': Irregular, fast-attack troops speeding down the highways on supercharged bikes, Motos give ISS a much-needed way to punish opponents hiding behind "null deployment" tactics. The SMG chain colts trade extremely well with cheap infantry or remotes, and the Red Fury is a reliable, cheap gun that can quickly get within its positive threat range. Special in ISS, the Moto BH can duo with a Su Jian, providing the hackable catbot an effective vanguard to clear repeaters and enemy hackers. **'''Fireteams''': Fast Attack. *'''Sophotects''': Another auxiliary troop provided by Aleph, Sophotects maintain ISS's equipment. A combination Doctor/Engineer, she's a one-troop-solves-all troubleshooter for non-combat related issues. Fast, massive WIP, and with NWI, she's an effective, if expensive, support trooper. *'''Taowu, Mastermind and Schemer:''' Another former A! superstar, Taowu is if you gave the phrase "All according to plan" a profile. Holomask encourages misdirection, and his skills turn him into a walking time bomb that explodes into templates and viral ammo if anything gets close. Also, his model is dope as hell. **'''Fireteams''': Celestial Guard. *'''Warcors, War Correspondents:''' WarCors are embedded journalists looking to get the ''real'' story from the frontlines -- or in this case, bootlicking hacks spreading copaganda. Show them the respect they deserve and post them on a building to get shot. As an alternative, the 360 visor WarCor makes a nice defensive trooper who can keep watch for potential parachutists walking in on your DZ's back edge. *'''Zhanying Imperial Agents''': The first tier of Imperial Service Agents (Pheasants are the second), Zhanying are the beat cops and detectives that make up the majority of the ISS police force. Their years on the force have given them an uncanny knack for detecting trouble, giving them Sixth Sense on all profiles. Also they have Bioimmunity. Most Zhanying have Sensor, making them excellent at dealing with enemy camo, and Breaker Combi Rifles are effective against almost everything in the game. The Zhanying Hacker is a Classified Objective powerhouse, completing well over half the deck herself. **'''Fireteams''': Zhian, and Wu Ming where they count as Wu Ming. ===Medium Infantry=== *'''Imperial Agent Adil Mehmut, Special Division:''' Adil is an upgraded Zhanying with the martial skills of a Crane. He's quite a toolbox, and doesn't lack for ways to deal damage up close; he slots in well to any fireteam that wants to be up the board, where he can leverage his powerful close-range skill. Be aware that despite NWI, he lacks Shock Immunity, so keep him away from mines. **'''Fireteams''': Wildcard, counts as a Celestial Guard. *'''Sun Tze v.2 (Marksman Leader):''' Poor Sun Tze v.2. A weak niche in N3 and an even weaker niche in N4. While some players might rarely claim to have won with him, it's probably in spite of, not because of, this profile. Best keep him as a display piece. ===Heavy Infantry=== *'''Hsien Warriors:''' Hsien warriors are the Yu Jing Emperor's personal guard and are pulled from the finest elite troops the Judicial Branch has to offer. Driven and dedicated, Hsien are imbued with the authority to execute His will across the Human Sphere, and this is shown in their stats: they are fast, have excellent CC, 14s across the board, and sport MSV2. In addition, several profiles actually ''grant'' you SWC, allowing ISS lists to truly outgun their opponents. The HMG is a classic, but the Multi-Marksman Rifle carries a Tinbot to support his fireteam while the Multirifle variant grants SWC and is a specialist on top of being an Lt+1 Order **'''Fireteams''': Zhian. Note that Hsien cannot inherently form a Zhian fireteam, so they require at least one enabler. *'''Imperial Agents, Crane Rank:''' Cranes are the elites, the echelon below the Hsiens but above the common ISS rank and file. They are the most likely to take command in situations that do not require the Emperor's direct intervention, performing their duties with almost homicidal glee. Statistically, they're door kickers; outstanding in close combat, loaded with a pair of nanopulsers and mid-range weapons, with an X-visor to give them an edge beyond standard ranges. They also make strong hackers, as their superior resilience and wildcarding into a link with a Tinbot gives them a significant edge against enemy infowar. **'''Fireteams''': Zhian. Wildcard, counts as Crane Agents. *'''Imperial Agent Adil Mehmut (Crane Rank Armor):''' Before humiliating himself as a result of the events of the Betrayal manga, Adil was a bird boy himself, although not a particularly outstanding one. He retains the skills of a standard Crane; Sensor, Triangulated Fire, Stealth, Courage, but in exchange for weaker CC and WIP, he gains a Monofilament CCW and Number 2. He's also notably a Veteran Lt, and his loadout encourages you to take advantage of this by pushing him into close ranges where his Breaker Combi and Mono CCW can do their best work. **'''Fireteams''': Wildcard, counts as a Crane Agent. *'''Sun Tze:''' N4's changes to Strategos notwithstanding, Sun Tze remains an incredibly difficult to kill character in an army that does VIP protection remarkably well. The positives end there: despite Total Immunity, he's still wearing heavy armor and isn't a Veteran, making him vulnerable to Isolation and completely circumventing his resilience. In addition, Strategos no longer prevents your opponent from retaining additional units during deployment, preventing you from counterdeploying. The bottom line: he doesn't provide enough benefit to justify his cost. *'''Sù-Jiàn Immediate Action Unit:''' Yu Jing's Transformer and the peak of YJ engineering, the dreaded Su Jian is the most conceptually frightening heavy infantry in ISS, and probably all of Yu Jing. You only need to look at the statline to realize the Su Jian is a cut above anything else; the fastest, most resilient unit available, loaded with weapons for all ranges. When piloted properly, a Su Jian will be able to find your opponent's weakest line and punch right through it without mercy. Its main weakness, like all of YJ's HI, is hacking; keep it away from enemy infowar and it will win your games outright. The Spitfire is a classic, but the Heavy Shotgun gives an enormous amount of short-ranged anti-armor power. **'''Fireteams''': Fast Attack. *'''Wú Míng Assault Corps:''' Relatively cheap and simple HI, Wu Ming have a number of unusual and cost-efficient profiles. They can bring Zhànying Imperial Agents into their links to shore up their weaknesses and provide specialists or utility. The TinBot (-6) profile gives you extra protection from hackers, and the MULTI Rifle comes with the nasty combination of E/M and regular Grenade Launcher. They're also the only pure Core linked HMG in ISS, a role they perform well. **'''Fireteams''': Wu Ming. ===Tactical Armor Gear=== The ISS has no access to TAGs. Sadly, Su Jian doesn't count. ===Remotes=== *'''Yaokong:''' Standard issue Yu Jing S3 utility remotes, useful for many situations. **'''Chaiyi:''' Colloquially known as a Flash Bot, losing Sniffers affected ISS more than most other factions. It remains a cheap, effective deterrent and grants easy access to repeater coverage to protect your deployment zone. **'''Husong:''' The TR Bot, ISS has enhanced availability and can take up to three. Because ISS has relatively weak ARO but a bounty of SWC, they make good use of TR bots for defense. **'''Son-Bae:''' The guided-missile bot. ISS lacks the turn-0 Repeater net of other Yu Jing factions, but has access to hidden deployment Hacking Devices. ISS struggles against heavy armor, so guided missile strategies make an effective way to deal with troops ISS cannot directly outfight. **'''Weibing:''' Lovingly known as the FO Bot, ISS has plenty of Sensor but hurts for good, cheap specialists. The FO bot fills that role in this army as it does in many others. *'''Yaopu Pangguling:''' The S4 baggage bots, come in the usual four varieties: EVO HD, TR bot with a combi rifle, plain baggage bot and FTO with light shotgun. ISS gets good use out of its remotes, particularly Dakini and Rui Shi, making EVOs a viable investment if one leans into mechanized warfare. Note the FTO baggage bot cannot join a fireteam in ISS. *'''Yaoxie Remotes:''' Yu Jing's attack remotes, they fulfil an important role in Yu Jing lists: mid-range, low cost troops who can punch far above their weight. **'''Lu Duan:''' Holomask and Holoprojector attack remote. Carries MSV1, a heavy flamethrower(+1B), and a Mk12. In the days since N4's release, also gained a deployable repeater and minelayer, allowing it to start the game with a repeater deployed within 8". Fast, reliable, and can set things on fire through smoke, Lu Duan are extremely good at applying pressure and holding an area. Remember that Holoechoes can detonate mines and activate perimeter weapons. **'''Rui Shi:''' The classic Rui Shi remains the gold standard for MSV2 Spitfires, and even with a minor price bump in N4 is still one of Yu Jing's most efficient gunfighters. Rui Shi benefit strongly from smoke and Assisted Fire, but they're still so good they can do without. *'''Dakini Tacbots:''' On loan from ALEPH, Dakinis bring cheap HMGs, MSRs, and the army's only Paramedic. With Assisted Fire they are on par with most core linked troopers, but are individually strong enough on their own. **'''Fireteams''': Celestial Guard. ALEPH Support, where they count as Dakinis. *'''Garuda Tacbots:''' Efficient and ''very'' cheap drop troops, PH11 is unreliable, so either use Parachutist or an EVO to give them the best chance to land where they'll be most dangerous. The Spitfire is a powerful combat trooper, but the trooper needs a little practice to safely avoid enemy hacking zones. ===Warband=== The ISS has no access to warbands. ===Skirmishers=== *'''Kunai Solutions Ninjas:''' Somewhat maligned, the Kunai has an important role in ISS: dealing with Fort Asshole link teams. Marker state and climbing plus allows it to maneuver into their negative ranges, or possibly even close to CC. March up the table: if they discover, shoot them. If they delay, keep moving and get stabbing. *'''Kanrèn Counter-insurgency Group:''' ISS's primary upfield unit, they carry holomask and holoprojectors, although their conspicuous deployment presages masking as anything other than another type of Kanren. Good at CC, with Mono CCWs and template weapons across all profiles make them reliable problem solvers and low cost makes them good at trading. Holoechoes allow them to detonate deployables to clear the way to an objective as well. Remember that the KHD Kanren can benefit from Surprise Attack if she's using Cybermask. *'''Ninjas:''' Hidden deployment infiltrators with MIM (-6). They've got hackers with either HD or KHD, or a FO option as specialists. The tactical bow KHD is a classic Ninja specialist, but don't sleep on the SMG hacker: It's only marginally more expensive and gives ISS a desperately needed upfield hacker who can deal with enemy heavy armor.
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