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==Faction Features== *'''ALL the Aliens:''' want to support Daturazi with a hidden Haiduk sniper? How about a Charontid with the support of a Maakrep and Morat engineer with a Portable Autocannon? The choices and possibilities are available here at the expense of fireteams. *'''Bow to Me, Sub-creatures:''' Four EI aspects are available for your choosing and all have a wide wealth of weapon options that includes the dreaded sepsitors. *'''Bad Mojo:''' The Combined Army are the most technologically superior force in the game sporting unique hacking devices, plasma weapons, sepsitors, various levels of camo and basically the entire rules toolkit in the game. The only thing they could be lacking are pheroware, which are pretty much exclusively Tohaa. ===Special Skills and Equipment=== *'''Sepsitors:''' All EI aspects have the option or come with either a sepsitor or sepsitor plus and believe us, it is the downright bane of any high-priced cube trooper and its player. The basic sepsitor is a disposable 2 large teardrop direct template whose damage is the wielder's WIP; the sepsitor plus does exactly the same without being disposable. Either way, if the target with a cube fails its BTS roll (a hard thing to pass considering that EI aspect WIPs start at 16), it enters the sepsitorized state and joins your combat group to be used against your opponent. Nothing is more painful than losing their special snowflake and then having it turned against them! *'''Plasma Weapons:''' Carbines, Rifles and Snipers - all pack great punch, a template option and make your target roll both an ARM and BTS save. *'''EI Hacking Devices:''' These are combined-army only variants to the Hacking and Assault Hacking devices; the former gains the Sucker Punch upgrade while the latter gains the Stop! upgrade program. *'''Aliens:''' Morats, Shasvastii and Sygma Triads (traitor Tohaa) all have special and unique rules that you should consider when taking them in your army.
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