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====[[Bork'an]]==== <div class="toccolours mw-collapsible mw-collapsed" style="10> {| |[[File:Bork'an Sept Symbol.webp|75px|left]] | In the grim darkness of the far future, the technology of T'au makes us strong <br> Thematically, Bork'an is the brains of the Empire. Few of the many great battlesuits in the hunter cadres would be as advanced as they are today without the innovations of this sept. Enlightened and hardworking, they ever aspire to create more technology to better serve both the armies and the citizens of the Greater Good. <br> On the tabletop, they play similar to any gunline, only they get bonuses to the range of their Rapid Fire and Heavy guns, further detering charges, and allow your weapons to have just that much ability to tap enemy units. <br> |} <div class="mw-collapsible-content"> * '''Sept Tenets β Superior Craftsmanship:''' All Rapid Fire and Heavy weapons get an extra 6" of maximum range. Why wouldn't you want more range? Yes, it stacks with PAC Drones, 42" Pulse Rifles anyone? ** Note that it specifies '''Rapid Fire''' and '''Heavy''' weapons, so Crisis Suits (other than ones with Plasma Rifles), Stealth Suits, and pretty much every Fast Attack choice is out in the cold as they rely on '''Assault''' weapons. Use these guys for Gunlines, Tank Squadrons, and Riptides. ** Y'vahra. drop the mic. ** Like the similar Vostroyan doctrine, this is helpful in keeping your units at the half range out of enemy charges more than it is sending shots far downfield (although they can do that, too). * '''Warlord Trait - Seeker of Perfection''': For each hit roll of 6+ made for your warlord, add 1 to the wound roll for that attack. * '''Relic - Plasma Accelerator Rifle''': Replaces Plasma Rifle. 30β³, Rapid Fire 1, S7 AP-3 D2 (so +6" range, +1S, and +1D compared to the base gun). ** Remember the Sept Tenet? You don't? This weapon goes to 36" RF1, thanks to '''Superior Craftsmanship''' boosting all Rapid Fire weapons' ranges by 6". If there is a downside to this weapon, it's that you have to use up a slot on a normally very shitty weapon. So only use up 1 slot for the Plasma Rifle and use the remaining 3 for whatever role you want your commander to fill. (Burst Cannons for hordes, Fusion Blasters for Vehicles, CIBs for everything in between) * '''Stratagem - Experimental Weaponry (1 CP)''': When firing a weapon with a random number of shots (e.g. the Stormsurge's Pulse Driver Cannon), you can reroll one of the dice for the shot number. Makes those Crisis Suits equipped with flamers slightly more effective, but you would probably be better served with Railgun Sub-Munition shots, or units equipped with Ion Weapons. ** Keep in mind the BRB stratagem does the same thing. Presumably, the only reason it's a separate stratagem is in case you roll double ones on a 2d6 weapon and would like to spend two CP instead of one. ** Don't forget that in matched play, the Strategic Discipline rule prevents you from using a stratagem more than once per phase. This stratagem can allow you to keep your generic re-roll stratagem for another use in the phase (for example, re-roll to hit for a railgun or a fusion blaster). ** Thanks to the new FAQ it's absolute garbage, with the recent FAQ adjusting it so you need to use it before determining the number of shots, meaning if you elect re-roll the humble Pathfinder Ion Rifle you'll have wasted 1 CP 2/3s of the time. Even on the premiere Bor'Kan unit, the Y'Vahra, not only do you now have to determine which of the weapons you're re-rolling, you'll still waste a CP 1/4 of the time you use the stratagem. </div> </div>
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