It's no secret that, as good as IA has been for vanilla, and as potent as it may be in its own right as a sectorial, there are several units in there that have really been left to hang out to dry. With that in mind, I've made some attempts to point out what I'd like to see to bring those problem troopers back into a more usable state, and to encourage more varied playstyles in IA, which has the problem of feeling very mono-build centric at the moment. There have been a lot of threads about individual units, but I'd just like to consolidate my thoughts into a single point, and see what other people feel about those units and their relation with the sectorial itself as a whole. My goal was to focus on improving the questionable units functionality in their roles, or provide new roles for them to excel at. I also wanted to avoid gaming the system with frenzy discounts and the like, especially since I see the problem with the troubled troopers not being one of point cost, but rather of functionality and redundancy. Guijia Squadrons (Refurbished Model) - TAG - Cube, Regular, Hackable MOV 6-4 / CC 22 / BS 14 / PH 17 / WIP 13 / ARM 7 / BTS 6 / STR 3 / S 7 / AVA 1 (IA AVA 2) Equipment: ECM Special Skills: Martial Arts L2, Manned Special Fireteam. Duo: 1 Refurbished Guijia and 1 Hulang (this one might be a bit much, especially with wildcard options, I just want some input on the idea) Refurbished Guijia: HMG, Heavy Flamethrower, Smoke Light Grenade Launcher - DA CCW Refurbished Guijia Lieutenant: HMG, Heavy Flamethrower, Smoke Light Grenade Launcher - DA CCW While the Guijia was a potent tool in the Neo-Colonial Wars of the past, its aging frame and the constantly improving TAGs of competitor nations had begun to push the old warhorse into the position of a museum piece than more than an actual war asset. In order to revitalize the Guijia's relevance in the constantly evolving combat scenarios of today, a drastic repurposing was required. Instead of its traditional role as a firepiece, the state empire reinvisioned it as a fire-support piece and linebreaker. Armour along the TAG's joints was reduced and redeveloped in order to allow for a finer degree of movement and faster reactions in close quarters, along with pilots adopting a more close-combat centric curriculum in order to take advantage of this. Moreover, the Guijia's weaponry loadout was made lighter in order to facilitate gear that would allow it to safely approach the front line. With these modifications to the venerable Guijia frame, not only is it more potent a force than ever before, it can take its rightful place at the very front of the State Empire's military forces. The fluff excerpt sums up most of what I was going for pretty succinctly. As a firepiece, the current Guijia is simply outclassed by so many troopers both within and outside of Yu Jing. But by repurposing it as above, things start to become a bit interesting. The most notable addition here being that of smoke in an IA unit. By paying the costly fee required to field this unit, IA can now get access to smoke. But because of that high cost, the playstyle of the army is changed considerably should it choose to accomodate one. Liu Xing Jump Infantry - HI - Cube, Regular, Hackable MOV 4-4 / CC 21 / BS 14 / PH 14 / WIP 14 / ARM 4 / BTS 6 / W 1 / S 2 / AVA 1 (IA AVA 2) Special Skills: Bioimmunity, AD: Combat Jump, Explode LX, Kinematika L1, V: NWI, Martial Arts L1 Liu Xing: Boarding Shotgun - Pistol, DA CCW Liu Xing: Spitfire - Pistol, AP CCW Liu Xing (Specialist Operative): Multi Rifle, D-Charges - Pistol, DA CCW Liu Xing Hacker (Assault Hacking Device): Boarding Shotgun - Pistol, AP CCW Liu Xing Hacker (Killer Hacking Device): Multi Rifle - Pistol, DA CCW Designed to be more brick like, closer to an AD equivalent to a Hac Tao than a poor Tiger replacement. This profile is intended to be used with the Tiger being added back to IA, which is why it will come with an increased point cost. Martial Arts and an improved CC profile allow him to move more stealthily once he's landed, and actually hit hard in CC if the opportunity presents itself. Improved PH allows him more desperately needed reliability on landing, and access to a KHD profile (intentionally inflated in cost by the multi-rifle and DA CCW) means that he can somewhat support himself against enemy repeater nets. WIP 14 assists in this, but also fits more in line with the fluff of them being Tiger alumni. Shang Ji Invincibles - HI - Cube, Regular, Hackable MOV 6-4 / CC 18 / BS 13 / PH 14 / WIP 13 / ARM 4 / BTS 6 / W 2 / S 2 / AVA 1 (IA AVA 5) Special Skills: Kinematika L1, Fireteam: Duo, Fireteam: Core, Super-Jump, Climbing Plus, Tactical Awareness Special Fireteam. Wildcard Trooper: Up to 1 Shang Ji can join any Fireteam from this Sectorial Army Shang Ji: Combi Rifle + Light Flamethrower + Tinbot B (Deflector L2) - Pistol, Shock CCW Shang Ji Lieutenant: Combi Rifle + Light Flamethrower + Tinbot B (Deflector L2) - Pistol, Shock CCW Shang Ji (Fireteam: Haris): Combi Rifle + Light Flamethrower + Tinbot B (Deflector L2) - Pistol, Shock CCW Shang Ji: Heavy Rocket Launcher, Light Shotgun - Pistol, Shock CCW Shang Ji: Spitfire - Pistol, Shock CCW Shang Ji Hacker (Assault Hacking Device): Combi Rifle + Light Flamethrower - Pistol, Shock CCW Shang Ji Paramedic (Medikit): Combi Rifle + Light Flamethrower - Pistol, Shock CCW Since Tai Sheng is already pretty much everything the Shang Ji should have been, you could just as easily dispose of the Shang Ji entirely. Instead, however, I'll focus more on the "superior" aspect of the power armour itself. Giving Tactical Awareness to all profiles, and also improving heavily on the unit's mobility with Super-Jump and Climbing Plus, should make it a much more versatile tooper, both in and out of fireteams. ...Also... Daofei... Do it.