So this ITS we can have an extra that allows us, paying 1 CAP, to field up to 75 points in mercenary troops (whose AVA adds to the base we had, unless it's a character, who stays at 1). Be mindful, this Mercs can be aligned by Tohaa and the Combined Army if the tournament allows this extra. Disclaimer: I am using the Army's data, Paradiso would forbid several mercs in this list to fight for Aleph. Let's have a look at what we have, and what we might face, in order of interest. Yuan Yuan: The most dangerous troop this ITS, since it's cheap, can show up and ruin your day, and can delay the first turn a lot because of the Booty roll. It is an Extremely Impetuous Irregular troop with Booty Lv1, fragile but with PHIS14 and smoke grenades. This means he will try to enter unless you spend a regular order to cancel it, and it can enter with the impetuous order, then use his irregular order freely. Stat-wise is CD9, melee 19 (careful: a 17 while rolling Booty gives them a Monofilament sword!), with the most common profile being the chain rifle one, either AP/shock (8 points) or the AC2 saturation especialist DA wielding (9 points). Cheap as dirt, and depending on the booty (which you roll when they enter, so if you are unconvinced by the roll, you can try to land another one there!) they can create an impressive chaos. The most important thing about this troops, however, is not what they bring to you, but how they can be used against you. They can try to land in the table with 11 (inferior Combat Jump) or enter through a border, but PanO is quite happy to place them in front of their Aquilas, Nisses and Order Sergeants, the same way YJ uses Shaolin Monks. Steel Phalanx needs to stay alert, since a template-wielding troop close to them can do a kamikaze attack and damage the whole fireteam. Bashi Bazouks: Another sacrificial troop, it helps to throw pressure on the rival by entering (through a pre-noted side, AD1) as three markers; while this gives the troop away, the point here is that the rival won't know what profile we are using until he surprise-shoots something: E-Mauler at 17 points, SMG in the cheapest (12 points) option, and so on. Also, by disguising the Irregular order's presence somehow we can make the enemy think it is another troop, like Patroclus impersonating Achilleus (place 3 in the table. One might even be a real Achilleus!). Another possible disguise is Patroclus as a warcor at one side, the Bashi Bazouk as something else in the other... Miranda Ashcroft is another good option, since she doesn't have to roll booty like the other Bounty Hunters. Cateran: Kinda like a cheaper Knauf, better at dodging but worst at firing, it gives the option of a camo'ed 0.5 Sniper Rifle for a little more points than the sniper Bounty Hunter, which is VERY attractive for CAP-starved factions like Aleph and SP. However, remember we are already paying 1 CAP to add mercs to the list, so this is more like a compensation. Mayor Lunah: Almost as expensive as Knauf, 1.5 CAP... she is like a more shooty Cateran with multiterrain, stealth and Marksmanship X. Do you remember the last time Teucer used Marksmanship X? Because I don't. Anaconda, and Scarface & Cordelia: Cheap-o-TAG, Cordelia is better than a Thorakite engineer (less shooty, but mimetism), we can see any of this on the table as remnants of ITS8. In generic, any Posthuman IP is better as an assault platform. McMurrough and Señor Massacre: Vedic might use them, Mr Massacre has E/M grenades. I see little sinergy with generic or SP, so they would go like in Corregidor (but unlinked, sorry Mr M). CSU: Him or a Thorakitai, it has a Combi instead of an SMG... aside from that, the Thorakitai are better side-guarding cheerleaders. Avicenna: 27 points a 15-5 Medic which heals at 18... SP has a use for her, alongside Machaon, but in Generic the Sophotect gives more by costing 4 extra points (d-charges, engineer). Padre Lucien Sforza: Irregular, Holo n2. Can be used to play mind games with Bashi Bazouks and Patroclus. Viral rifle, ADHL (same range than the rifle...), nanopulser, heavy pistol, electric pulse... Main selling point: X-Visor, which goes well with WIL13 to discover enemy camos. Saito Togane, Yojimbo and Miyamoto Musashi: Again, no sinergy here, we can play them like how JSA or YJ does. Saito is possibly the most interesting of them, since he infiltrates, is a melee specialist, and carries smoke grenades. EXP weapon makes him an option against an enemy AC2, or to take down the enemy Datatracker on Acquisition or Power Pack, but this last one seems more suited for Musashi. Druze: Cheapest hacker (aside from Proxy mk1 hacker), KHD version gives us remotes without paying CAP. Aside from this and the light grenade launcher, Thorakites are a better option atm. Kaplan: Mimetic Courageus troop, it brings a 27 points medic to SP, or a mimetic ARM2 sniper with PB9 (Warcor? Ha!). This troop is quite problematic in Hunting Party if we face Qapu K., since QK can deploy a Fireteam Core of 4 engineers with ADHL and a medic... and there they are Veterans, so they get another ADHL, for a total Burst of 3 in active turn, and 2 in reactive... Ideal to play "let's freeze the other team"!