Vanilla has always worked better for me than sectorials - it's just more flexible.
Whilst I didn't use them particularly well (especially the Chimera with those fiddly G:Synch rules) at my last ITS, I am sure these lists have legs.
Nomads
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Group 1 8 2 1
CLOCKMAKER Combi Rifle, D-Charges / Pistol, Knife. (18)
ZONDBOT Electric Pulse. (3)
REAKTION ZOND HMG / Electric Pulse. (1 | 26)
SZALAMANDRA Hyper-rapid Magnetic Cannon, Heavy Flamethrower / . (2 | 90)
INTRUDER HMG, Grenades / Pistol, CCW. (1.5 | 42)
CHIMERA Combi Rifle, Nanopulser, Zero-V Smoke Grenades / Viral CCW. (20)
3x PUPNIK DA CCW. (3)
MORAN (Forward Observer) Combi Rifle, CrazyKoalas (2) / Pistol, Knife. (0.5 | 22)
DAKTARI Combi Rifle / Pistol, Knife. (14)
ZERO (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (19)
MIRANDA ASHCROFT Boarding Shotgun, Nanopulser / Pistol, Monofilament CCW. (18)
INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle / Pistol, Knife. (0.5 | 25)
5.5 SWC | 300 Points
Open with Army 5
The Reaktion Zond + Supportware is a very effective hunter. Whilst we lack smoke, the Intruder is still pretty nasty. Two midfield FO's with koalas/mines/repeater between them give good control of the board from Turn 1. The interventor has all the hacking tricks, but of course is an obvious LT.
The Szalamandra is simply a no-nonsense killing machine, and combined orders with the WIP 15 Clockmaker's G:Servant mean repairs are never far behind him.
HRMC with supressive fire, alongside a Reaktion Zond with supportware -and- an Intruder HMG makes for a very effective defensive screen.