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==Wargear== *'''Battlesuit Support System:''' Allows the bearer to shoot after falling back. This still works even if the bearer is part of a squad. *'''Shield Generator:''' Grants the bearer a 4++. Now that shield drones no longer provide this benefit, you will be taking a shield on your commander to keep their ass safe when exposed. *'''Weapon Support System:''' The bearer ignores any or all modifiers to BS. Handy for anything outside of flamer range in cover and that can resist a flamer. ===Drones=== What is a Tau army without drones? Notably, they're now busted back to being merely special rules linked to wargear rather than being full models with statlines. The more unique drones like the Pathfinders' special drones or the Shielded Missile Drones stuck to a Riptide are now stuck on their respective units' statlines. *'''Guardian Drone:''' Ranged attacks against this unit take -1 to wound. *'''Gun Drone:''' Gives a Twin Pulse Rifle with two shots and ''Assault'' and ''Twin-Linked'' for a bit of extra firepower on the move. *'''Marker Drone:''' Gives the {{W40kKeyword|Markerlight}} keyword and lets the unit be an observer for FtGG even after advancing. *'''Missile Drone:''' Gives a 30" A2 BS5+ S7 AP-2 D2 missile pod to blow up MEQ foes. *'''Shield Drone:''' Gone are the improved saves, now all this gives is an ablative wound. ===Ranged weapons=== *'''Pulse carbine:''' 20" A2 BS4+ S5 AP0 D1. 4" less than the bolter but wounding marines on 3s is good. *'''Pulse rifle:''' [RAPID FIRE 1] 30" A1 BS4+ S5 AP0 D1. The signature Tau standard issue infantry long-arm. Found on Strike Team Fire Warriors. *'''Pulse pistol:''' [PISTOL] 12" A1 BS4+ S5 AP0 D1. Don't forget that your Fire Warriors all pack these (and Shadowsun, too). Remember, this is a last ditch weapon - don't go running into close combat! *'''Pulse Blaster:''' 10" A2 BS3+ S6 AP-1 D1. Breacher teams love to live dangerously and this weapon shows it. Great stats, too bad that range is super risky! *'''Twin pulse carbine''' [TWIN-LINKED, ASSAULT] 20" A2 BS4/5+ S5 0 D1. Most commonly found on gun drones. *'''Support turret missile system''' [INDIRECT FIRE, TWIN-LINKED] 30" A2 BS5+ S5 AP0 D1. Rough downgrade from the surprise missile pod this used to provide. But not longer gets abandoned should the unit owning it move - yay, silver linings! ====Battlesuit Weapons==== FYI, these battlesuit weapons have a different BS depending on who wields them. In short, your commander will hit on a 3+ while your Crisis teams will only manage 4s. *'''Burst cannon:''' 18" A4 S5 AP0 D1. Same issue as last time, being that the Tau army is not hurting for S5 dakka found elsewhere although this is now the standard battlesuit weapon. *'''Cyclic ion blaster:''' now a dedicated MEQ killer, basically a three shot plasmagun. Careful - risk is on the opposite side of the coin as reward. **standard 18" A3 S7 AP-1 D1. **overcharge [HAZARDOUS] 18" A3 S8 AP-2 D2. *'''Plasma rifle:''' 24" A1 S8 AP-3 D3. Safe overcharged plasma with a better range, but you only get one shot. Dedicated anti-TEQ weapon. *'''Fusion blaster:''' [MELTA 2] 12" A1 S9 AP-4 DD6. Meltagun by a different name. Absolutely critical for monsters or vehicles in 10th. *'''High-output burst cannon:''' 18" A8 BS3+ S5 AP0 D1. Found on the Coldstar suit and only the Coldstar suit. Marginally more effective than a regular burst cannon. *'''Missile pod:''' 30" A2 S7 AP-1 D2. Better range than a plasma rifle or ion blaster, more shots than the former and safer than the latter but critically not as powerful as either. Still a solid weapon regardless. *'''Tau flamer:''' [IGNORES COVER, TORRENT] 12" AD6 N/A S4 AP0 D1. Nothing special here, does what it says on the tin; still useful if something gets too close to your battlesuits. *'''Airbursting fragmentation projector:''' [BLAST, INDIRECT FIRE] 24" AD6 S3 AP0 D1. Depending on the board, you may substitute this for your flamers if you have a lot of intervening terrain blocking LoS and you're anticipating a lot of fodder. Nerfed down to S3 and that really sucks.
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