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===HC Wargear=== *'''Markerlight (2 EP):''' Provides an additional Markerlight. Useful if you're focusing more on fire warriors or stealth suits. **In case you need it: Markerlight spends an AP to mark an enemy operative for the rest of the turn. Whenever any of your operatives (Which might include the one who just marked it) shoot upon this target, they can re-roll one hit die. *'''Photon Grenade (2 EP):''' Target an enemy operative and roll a d6, subtracting 1 if they're beyond pentagon/6" of the bearer or if the enemy's not in LoS. On a 2+, the target gets marked, losing the ability to Dash and suffering a penalty to their movement. While it's not as effective as actually robbing AP, it can help keep enemies within your sights. *'''Target Lock (3 EP):''' {{W40kKeyword|Stealth Battlesuit}} operatives only. The bearer shoots as if their enemy always has a markerlight on, which makes them a good bit more dangerous - especially with a fusion cannon. *'''0-1 Holographic Readout (2 EP):''' The bearer can trigger this, letting a friendly non-{{W40kKeyword|drone}} operative within 3"/square to use mission actions at one less AP, giving them more time to shoot or flee the scene. *'''0-1 Stimulant Injector (3 EP):''' Once per game, the bearer can pop this, gaining a 5+ FNP save, ignoring APL penalties and negating the debuffs that being injured imposes - which can be critical when you need that one T'au to perform at their best for one more turn.
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