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==Faction Features== *'''The Assault Subsection:''' Generic ALEPH has access to Steel Phalanx units. This tactica will only go over their use in ALEPH. *'''Lieutenant:''' The lieutenants of ALEPH are fairly obvious and sometimes they can be bullet magnets. You can include a somewhat pricey Myrmidon Officer or 10 point cheaper Shukra with Chain of Command. However, it's best to eventually learn to go with it and save the points. ===Special Skills=== *'''Valor:''' Many of ALEPH's troopers have V:Dogged or V:No Wound Incapacitation. *'''Ghost:Jumper L1:'''The Posthuman Proxies have a unique skill, Ghost: Jumper L1. It's a more complex rule, so be sure to read it thoroughly. Basically, the Jumper fights using the bodies of multiple Proxies (2-3). All of the bodies count as a single trooper and only generate a single order. The Jumper can only inhabit a single Proxy at a time but she may jump between Proxies freely. Meanwhile the uninhabited Proxy resorts to her basic protocols. ===Weapons and Equipment=== *'''MSV2 and 3:''' Devas, Marut, and the Agemas all have MSV2. The Asuras have MSV3 (one of three MSV3s in the entire game). All of them are very tough and competent shooters. *'''Smoke and Eclipse Grenades:''' The Steel Phalanx has many units with Smoke and Eclipse Grenades. *'''ODD:''' Many of the Steel Phalanx members are equipped with ODD, which is a device that imposes a -6MOD to your enemies' BS attacks. *'''Netrods:'''Netrods are cheap 4pt AI Beacons that generates an order. In ALEPH, they are a safety net just in case all of the Posthuman Proxies go null. **'''FAQ Update:''' AI Beacons and the bearer are considered deployable equipment not troopers even though they take up a troop slot in a Combat Group. Netrods cannot be repaired, and they cannot switch to a new Combat Group using a Command Token. During deployment they do not benefit from the +3PH from a EVO Hacker.
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