![]() ![]() They also pick up the Holographic Readout ability, which once per battle gives a non-drone operative within ■ the ability to perform a mission action for one less AP. They carry the same Pulse Carbine as before, but trade out their gun butt for a Bonding Knife, a significantly improved melee option that hits on a 4+, and does 3/4 damage with the Balanced trait. Shas’Ui Pathfinders are the leaders of Pathfinder kill teams, and the only model to get the Art of War ability to call a Mont’ka or Kauyon once per game.So let’s focus on what’s new and different. Likewise, Gun Drones, Grav-Inhibitor Drones, Shield Drones, and Pulse-Accelerator Drones are also unchanged here. the Shas’La Pathfinder – the basic team member from the Compendium – is reprinted here, and the Weapons Expert Pathfinder is identical to the Heavy Gunner from the Compendium. Kauyon requires operatives in cover to really give you value and is much more situational. ![]() These are neat abilities, and of the two Mont’ka is likely the more valuable, giving your whole team free extra movement to get into position, drop a Markerlight, and shoot a target. Kauyon lets you retain an additional dice for your Cover bonus when rolling defence.Mont’ka gives every operative with an Engage order a free Dash move.Similar to the Orders Veteran Guardsmen get, T’au take a page from Sun T’zu with their Art of War rules, which give them the ability to once per game have the team’s Shas’ui declare either Mont’ka or Kauyon during the Strategic Ploys phase. Fortunately there are a couple of ways to bypass this. This is an incredibly nasty set of progressive effects, but actually putting 5 on an opponent will mean skipping a lot of movement and/or shooting. Having 1+ still gives you the ability to re-roll one of your attack dice, but having 2+ gives your ranged weapons the No Cover special rule, 3+ improves your Ballistic skill, 4+ lets you ignore Obscured, and at 5+ you can ignore Conceal orders. Similar to 40k, there are five possible effects for Markerlight tokens. Enemies still get Markerlight tokens the same way – you spend 1 AP to put a Markerlight token on an enemy operative and can only shoot that operative if you opt to shoot something – but now Operatives lose one Markerlight token each Initiative phase. Pathfinder Kill Teams have their own version of markerlights, which cares about the number of markerlight tokens on an enemy Operative. If you thought the mechanics for markerlights in the Compendium was too simple well, you’re in luck. We’ll come back to these operatives in a bit. You also have the option of six different types of drone – gun, shield, marker, grav-inhibitor, pulse accelerator, and recon, the last of which takes up two of your slots. Shas’la pathfinders are your regular yabbos, able to be picked up to twelve times, and you can have up to two Weapons Experts, who come with either an ion rifle or rail rilfe, and the rest are one-per team. Pathfinder Kill Teams are made up of one Pathfinder Shas’Ui and 12 operatives chosen from a list of 15 possible choices and of those, some can be taken twice. ![]()
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