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==Detachments== ===Kauyon=== The patient hunter is back and perhaps better than before, since you don't have to wait until turn 5 for a truly awesome damage buff that you might not even need at that point. ====Special Rules==== *'''Kauyon:''' From turn 3 and later, your units all get ''[Sustained Hits 1]'', giving them a bit more edge on unleashing their firepower later on. If you use FtGG's spotting abilities, then the unit getting spotted gains ''[Sustained Hits 2]''. **Aside from some (sometimes significant) interactions with other special rules, Sustained Hits acts like a positive BS modifier that has superior scaling to actual BS modifiers. So a BS 4+ shooter is mathematically BS 3+ while Guided or under Kauyon and BS1+ while under both (on average, all shots hit); meanwhile, a BS 2+ shooter is mathematically BS 2+ while Guided, BS 1+ while under Kauyon, and BS 0+ (on average, 7 shots hit for every 6 shots fired) while under both. *'''Restrictions:''' Farsight and {{W40kKeyword|Ethereal}} units remain mutually exclusive to each other. You can't field Ethereals while Farsight is in the detachment and vice versa. ====Stratagems==== <tabs> <tab name="Battle Tactic"> *'''Coordinate to Engage (1 CP):''' Basically extends the benefits of FTGG to the Observer unit as well as the guided unit. Very nice! *'''Point Blank Ambush (1 CP):''' Usable only when the Kauyon is on at round 3. Pick one of your units that hasn't shot yet and has a target within 9" - the AP of their attacks improves by 1. Probably gonna be used most often by Breachers, Kroot, Vespids or Crisis teams. </tab> <tab name="Strategic Ploy"> *'''Combat Embarkation (1 CP):''' If an enemy tries to charge one of your {{W40kKeyword|Infantry}} units while they're within 3" of a {{W40kKeyword|Transport}}, the troops can immediately flee into their transport and force the enemy to target someone else. Once again, the Tau has learned a lesson that no one else has; to take your ball and go home when the neighborhood bully comes around with a chainaxe and a raging stiffy. *'''Strike and Fade (2 CP):''' Jump-Shoot-Jump for {{W40kKeyword|battlesuits}}, but only those that can {{W40kKeyword|fly}} (so not usable by Broadsides). After your selected unit has shot, they can make a normal move but cannot declare a charge. </tab> <tab name="Wargear"> *'''Photon Grenades (1 CP):''' Used on an opponent's unit when it charges one of your units. The charging unit takes a battle-shock test and gets -2 to their charge range. Now usable by Kroot, too! *'''Stim Injectors (1 CP):''' apparently this is standard equipment on battlesuits now - it just requires CP. During the fight phase or your opponent's shooting phase, a {{W40kKeyword|Battlesuit}} unit gets 6+++ until the end of the phase. More of a desperate solution but now it at least applies to Riptides. </tab> </tabs> ====Enhancements==== *'''Exemplar of the Kauyon:''' Available on any character that isn't a Kroot Shaper. Allows the bearer's unit to benefit from Kauyon on turn 2 rather than turn 3. *'''Precision of the Patient Hunter:''' Bearer gains +1 to hit on their guns. After turn 3 (when Kauyon kicks in), there's also a +1 to wound too. *'''Puretide Engram Chip:''' Availale on any character that isn't a Kroot Shaper. Lets the bearer's unit use a stratagem despite it having been used on another unit. *'''Through Unity, Devastation:''' Whenever the bearer's unit acts as an observer for FtGG, the Guided unit gains ''[Lethal Hits]'' on their guns.
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