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==Weapons and Equipment== *'''Chain Rifles/Colts and Nanopulsers:''' Chain Rifles are scatter guns that use ammunition threaded into small chains that are ground up and fired at high velocity; Chain Colts are their handheld equivalent. They're bulky, loud, illegal, and ''incredibly deadly''. While they're theoretically best used against lightly armored targets, all template weapons ignore cover, which means most troops with have, at best, a coin flip chance to avoid being wounded. Nanopulsers are the BTS-targeting equivalent of Chain Colts, but more compact, more dangerous, and far, far more illegal. *'''Multispectral Visor:''' [https://www.youtube.com/watch?v=JIKUGF5fdmc ''Predator Thermal Vision.''] Comes in two levels in ISS: MSV1 reduces Mimetism and visual penalties by 3, MSV2 removes all Mimetism and visual penalties. Both versions can draw line of fire through Smoke, although MSV1 takes a -6 penalty on all Attacks through it. Remember that nothing can draw line of fire through Eclipse Zones, and White Noise specifically blocks MSV from drawing line of fire through it. *'''Holoprojector:''' [https://www.youtube.com/watch?v=po2PE68HHZY ''You think this is the real Quaid? It is.''] '''Holoprojector''' allows you to deploy three '''Holoechoes'''; two false Echoes and the real trooper. These Echoes have identical stats and loadout of their originating trooper, and share all states such as Prone or Isolated. Each Echo must be within 8" of either another Echo or the real trooper, and you do not have to declare the trooper is in Holoecho state until you activate them with a regular order. Functionally, the Echoes are real troopers; they can trigger mines and deployables, provoke AROs, and be the target of Attacks; upon taking a hit that would force an armor or BTS save, or the real trooper reveals themselves, the Echo vanishes. Remember that Holoecho state is form of Marker state, which means your opponent can Delay their ARO until you reveal. *'''Holomask:''' allows you to deploy a trooper as though it were a completely different unit in your army list of the same Silhouette value; the trooper retains all of their own attributes, but to your opponent, they'll appear to be what they're masking as. Remember that Holomask can't replicate deployable equipment nor camouflage; a hackable troop does not suddenly become an invalid target for an enemy hacker, but the inverse is not true; a trooper masking as a heavy infantry, for example, appears to be hackable right up until your opponent declares a hacking attack on them. **You can combine Holomask and Holoprojector, allowing you to deploy three Holoechoes of any trooper in your army. You decide how you want to engage with this fascinating tactical option. *'''Breaker Combis''': ISS makes up for their shortage of AP weapons by putting BTS-targeting rifles on a handful of their most common troops. Despite their average damage, Breaker weapons attack what is generally the lowest defensive stat on most troopers, then halves it for good measure. In addition to being a massive headache for Ariadna, it also serves to make most TAG sized targets easier to deal with. Just be aware that some troops might be lightly armored but packing massive BTS, so vary your weapons and try not to rely on it too much.
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