Yu Jing Spec/Team Ops

Discussion in 'Yu Jing' started by Space Ranger, Sep 17, 2026 at 5:56 PM.

  1. Space Ranger

    Space Ranger Well-Known Member

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    So far, I’m liking the spec ops. They are not as customizable as I had hoped but still seem fun.

    But now I’m hearing the Individual Spec Op is not ITS legal. Which means just about nobody is going to want to play it.

    Fireteams
    • All of the YJ factions get the team ops haris.
    • In IS the SO can only be in the Celestial Guard.
    • In IA the SO can only be in Zhanshi.
    • In WB the SO can only be in Zhanshi.
    It is disappointing that the Spec Ops can only be in those teams. I’m seeing some other factions can be in multiple different teams. Confessor (irritating that MO gets a unique SO), Chandra, Blur, and Rumbler are the only ones I found so far.

    Also, like most of YJ you can have either killers or specialists. Not Both. But this seems to be the way with all of the SO.

    Team Ops Upgrades
    • Move 6-4, Dodge +3
    • CC+3, Berserk +3
    • BS +1
    • ARM +2
    • Albedo -3
    • Monofilament CCW (PS=6), Silenced Pistol (PS=6)
    • Tactical Awareness
    • Multi-pistol (+1SD), Bangbomb (+4)
    • Marksmanship
    • MSV L1
    I think a lot depends on how you think you are going to use the team. I’m mostly thinking of HI being the gun and the MI being the button pusher. If I’m doing the MI as a button pusher I’m going to use one of the specialists. Of those I like any with the multi-rifle the most but a +1B BSG is not bad at all! Since I’d rather have the MI being a specialist, I’m more likely to take something to help with that. I think my top ones are MSV1, TacAware, and Move 6-4 with Dodge +3.

    For the HI I really like the HRL +1B option. While it’s very tempting to give him a +1 to BS, I think BS13 is good enough. The Marksmanship is fantastic. I think taking away cover is better than +1BS. No cover for shooting and no cover for ARM if using blast (wish I always use). What would be most FUN is the CC+3 with Berserk +3. Since he already has CC23 with Martial Arts L3 (at total of CC31!), he already gets 1+1 dice but then his Crit on a Berserk is 20 and 1-11! With a DA CCW (PS=6). Maybe not all that useful but fun as fuck! The other things useful for him are the, ARM +2 or Albedo -3.

    For the Men Tong bot there’s not much that’s going to make it a better killer or specialist. My favorite thing is the TacAware. The Sensor is more useful that some might think. I don’t mind sending up the cheap bot to sensor stuff or even look directly.

    Tac Ball
    • Blitzen

    • E/M Carbine
    • ECM: Hacker -3
    • Madtraps
    I can’t say we have the greatest TacBall items. I think if I’m going against big hacking I’d take the ECM and anyone else the Madtraps. I’ve learned to dislike the E/M Carbine due to being -3 over 16”.

    Single Spec Ops
    • BS +1
    • CC +3
    • ARM +2
    • Albedo -3
    • Mono CCW PS=6
    • Berserk +3
    • Breaker Pistol +1 SD
    • MSV 1
    Spec Ball
    • Men Tong Spec Bot
    • Blitzen
    • E/M Carbine
    • ECM: Hacker -3
    • Madtraps
    For the Single Spec Ops there’s a lot of good options, but some are not great until they get the HI profile. The ARM +2 means the HI is ARM6! Great if you are planning on them having one of the big guns. Again, choices depend on how you think you are going to use them. If I go with a shooter, I’m probably going to want ARM+2 and MSV1. If I’m going with a specialist (which i'd mostly do), I’d want MSV1 for sure, but the rest is a little harder to decide. The ARM +2 is something that’s reliable. But man! Again, having the CC+3 and Berserk +3 would be fun! Or take a the Mono CCW to be an all-levels-threat.

    You get to choose 2 things for the specball so I’d probably always take the Madtraps. Then the depending on who I’m playing I’d take ECM or Men Tong.

    I'm not sure if i'd put the in a fireteam since they are pretty limited in what they can be in. But the IS one with Celestials is not bad. A good cheap hacker with them and then good additions. The Zhanshi in WB or IA is meh. He would do better on his own.
     
    #1 Space Ranger, Sep 17, 2026 at 5:56 PM
    Last edited: Sep 18, 2026 at 3:44 PM
  2. Law Dawg

    Law Dawg Well-Known Member

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    I went against OSS last week and we played Double Bind with Team Ops. I chose paramedic with tac aware, HI has HRL with marksmanship, and Men Tong has +2arm. I can't remember what the OSS MI has but it didn't matter because the HI Chandra did all the work. He had albedo -6 which is the perfect counter to all my gun fighting/aro pieces (I was playing ISS and unintentionally all my important pieces had msv). It was an uphill battle from the start and I just couldn't push through.
     
    Space Ranger likes this.
  3. Space Ranger

    Space Ranger Well-Known Member

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    Well, I know if i was playing them i'd have the MI hacker with boosted +3 BTS is fantastic. Or a Contender to make up for it's short ranged SMG. Then the Feuerbach HI with the Albedo like you said is very good.

    I think for you, flipping the MI and Men Tong skills. +2 ARM on the MT is not going to help much. But it definitely helps the MI by going to ARM4. TacAware on the Men Tong turns it into a booster engine. You just use the TA to move the whole group with the first order.
     
    Law Dawg likes this.
  4. Law Dawg

    Law Dawg Well-Known Member

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    Ah, yeah it was the contender.

    I put the TacAw on the paramedic so he could have an extra orders to medic stuff. But the Feuerbach deleted my units outright so it didn't matter in the end.

    I want to try other bonus such as 6-4 move on the MI so the whole team can move fast. +3CC and Berserk on the HI would be hilarious but it's so niche. Also multi pistol and bangbomb on the Men Tong cheap profile to give it more fork options.
     
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