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Warhammer 40,000/Tactics/Kill Team(8E) Xenos
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===T'au Ranged Weapons=== *'''Burst Cannon:''' Stealthsuits and Crisis basic weapon. 18" Assault 4 S5 AP0 D1. Classic Dakka option, take 3 on a heavy crisis suit to laugh as you need to find more dice. *'''Fusion Blaster:''' 18" Assault 1 S8 AP-4 Dd6 with fusion shenanigans, basically a Tau meltagun with a bit more range. If you're able to get into 9" of someone, (and with Stealthsuits it's not that difficult) you can one-shot everything. Even Lictors. Remember that for each point of damage it's an additional roll for injury. *'''Ion Rifle:''' Either 30" Rapid Fire 1 S7 AP-1 D1 or 30" Heavy d3 S8 AP-1 D2 if overcharged, but kills you on 1's to hit. Not a bad weapon that relies on its versatility. *'''Markerlight:''' Our dear 36" Heavy 1 laser pointer. Take into account that, due of how shooting works in KT, it's reccomended to use it with Ready men. *'''Missile Pod:''' One of the two options for the DS8 turret. 36" Assault 2 S7 AP-1 Dd3. *'''Photon Grenade:''' ''Remember that you have them and that only one of your team can shoot it each phase.'' That -1 to hit on combat is great when they'll get to you. Remember that you can use them in FtGG-induced Overwatch to support those who doesn't have them, like Stealthsuits or Drones. *'''Pulse Blaster:''' 15"/10"/5" Assault 2 S4/5/6 AP0/-1/-2 D1. Having to be within 2.5 inches to use close range without penalty means this gun SCREAMS for you to use Borkan. *'''Pulse Carbine:''' 18" Assault 2 S5 AP0 D1 *'''Pulse Pistol:''' Free for Fire Warriors & Breachers, so always take them. It may not give you a ''good'' fighting chance when the bad guys get up in your face, but it will give you a fighting chance. Assuming you survive the initial charge. Possibly hilarious if you do manage to score a lucky pistol shot and drop that nasty combat specialist that thought a Tau would be an easy kill. 12" Pistol 1 S5 AP0 D1 *'''Pulse Rifle:''' 30" Rapid Fire 1 S5 AP0 D1 *'''Rail Rifle:''' 30" Rapid Fire 1 S6 AP-4 Dd3 Each 6+ to wound roll causes a mortal wound in addition to the normal damage. This can occur even on 5+ in the hands of a Demolition specialist (or 4+ if the target is obscured). The tricky part is connecting the shots but thats where Comm specialist and recon drones come in... *'''Smart Missile System:''' The other option for the turret. 30" Heavy 4 S5 AP0 D1. You can fire without sight at 6s to hit. *'''Kroot Rifle:''' The default and only for Kroot Carnivores. Basically a bolt gun with a bayonet to give a +1S in melee. Before errata, could be taken on Battlesuits also. *'''Flamer:''' 'Nuff said. *'''Plasma Rifle:''' 24" Rapid Fire 1 S 6 AP-3 D1. As usual, worse than other races with the changes to 8th ed, but still has some value as an armoured GEQ hunter. *'''Cyclic Ion Blaster:''' 18" Assault 3 S7/8 AP-1 D1/1d3. The tau "I can't believe its not plasma" is one of the more expensive kill team weapons, costing more than a Pathfinder, but hits substantially harder. Combine with ATS and laugh at primaris marines as they get wounded on 2+ with -2 to their armor save.
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