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XV-8 Crisis Battlesuit
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== Tactical Properties== [[File:XV8 15.jpg|300px|right|thumb|EVERYBODY DO THE CONGA!]] ===Just Dropping In=== Tau battlesuits all have the ability to Deep-Strike onto the battlefield (except for the Broadside and R'Varna models, as they lack jetpacks). Crisis suits can make the best use of this ability as they have the greatest level of tactical variety, given their wide choice of weaponry and support systems. As long as you have a properly prepped Crisis suit team held back in reserves, you can adapt to anything your opponent throws at you. Standby for Titanfall indeed. ===Jump-Shoot-Jump=== Jetpacks man, just, fucking jetpacks. Roll 2D6, move anywhere you want within that distance, and you only check for terrain if you land in a bad place. In addition, jetpack infantry status confers the Relentless special rule. Enjoy shooting heavy weapons on the move. Optionally, double-tap those [[Plasma Rifle]]s into a squad of [[Tactical Squad|Tactical Marines]] or [[Terminator Squad|Terminators]], and leap behind an obscuring wall to escape return fire (or charge what's left of the Tactical Squad if you're feeling ballsy. Just don't charge the Terminators). Not a thing anymore in 9th edition, but you can emulate it with a strategem for a single unit and riptides can do it with their reactor. ===Melee=== No, you still don't want it to happen even with battlesuits, but if you run out of options, Crisis teams actually aren't half bad in an assault. They have two base attacks at S5, which can pretty easily take out light infantry such as [[Imperial Guard|Guardsmen]] and [[Ork Boy|Ork Boyz]]. However, WS2 and I2 means they're dead against heavier assault troops, but then again, so are many things. Keep in mind though that a single [[Space Marine|Marine]]-wielded [[Power Fist|power fist]] or any other S8 attack means instant death for the T4 Crisis suits, so only try this against light or injured foes where a piss poor initiative and weapon skill are largely irrelevant. Assaulting tanks with a rear AV of 10 (which is almost all of them) is fine and reasonable, because a) they don't fight back, b) you hit them on 3+ with your S5 attacks, which against AV10 means 2 hull points off on average, and even against AV11 (Necron Barges and Arks) you'd statistically deal 1 HP of damage. The only time you would really need to do this though is if your battlesuit team was outfitted with only anti-infantry weaponry and didn't have any fusion blasters, missile pods, or other guns that would do the job much more effectively. Or if the tank in question is still standing with one or maybe two HP after getting shot by said guns, and you really want it dead before it could shoot back.
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