Tau Fire Warrior Extra Wargear
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CQB (Close Quarters Battle) Variant Pulse CarbinesAn even shorter version of the Pulse Carbine, this version does not mount a Grenade Launcher but instead, is shorter barrel makes it easier to use up close. This replaces up to half the Pulse Rifle's or Carbine's in a Fire Warrior squad for +2 points, and counts towards the total of Carbine's used and has the same profile as a Pulse Carbine, but does not pin.
However, it may be fired at the enemy in Close Combat at shooting strength and AP (Using the Fire Warrior's initiative and BS) on the first round of Combat. In subsequent combat rounds, it will be batted aside by the enemy in most cases so the tau will resort to ordinary fighting. It may be used in a charge.
Heavy Weapon OptionsRecent studies by Fire Warriors have shown many of the Tau's enemies to employ support weaponry in squads to eliminate tanks and armoured enemies. To this end, a range of portable heavy weapons have been developed.
You may replace up to two Pulse Rifles in a squad with the following weapons at the costs listed below:
- Light Burst Rifle +6 pts
- Troop Burst Cannon +8 pts
- Light AT Missile Launcher +10 pts
- Rail Rifle +12 pts (See relevant rail rifle rules for the profile)
- Sniper Pulse Rifle +5 points
Light Burst RifleEssentially a heavier version of the Pulse Rifle using Burst cannon ammo, it is a light machine-gun equivalent of the Tau. It is not as easy to fire on the move compared to the Battlesuit cannons, however. Its profile is as a Pulse Rifle, but Heavy 3.
Troop Burst CannonSacrificing some ammo capacity for retaining a light weight, and therefore accurate move-and-shoot capabilities, the Troop burst cannon is identical to the Battlesuit cannon
Light AT Missile LauncherFiring a shorter-ranged, but improved strength variant of the missile pod missile, this Light Anti-Tank weapon is useful against armoured units. Range 24", Str 8 Ap 4 Heavy 1
Pulse Rifle Sniper VariantMounting a scope, extended barrel, and a shorter magazine using a slightly-larger round, this is to all intents and purposes the same as a Sniper Rifle (see Rulebook or any Imperial codex with sniper rifle), but is AP 5, and always wounds anything on a 4 or more (or if under strength 5, a 3 or more), and always hits on a 2+
Design note: This gives it a little extra range on the pulse rifle, more AP than a standard sniper rifle.
Special Operations UnitsThese units function identically in profile to Fire Warrior squads, but are divided into two and must be bonded. (Note: you only pay 1 bonded cost). The 2 elements occupy 1 force organisation chart, may be deployed separately BUT count as 1 squad for purposes of 25% of casualties in shooting (in an assault, the two are separate, so if one element is assaulted, the other element can operate as normal.)
For VP purposes, the whole squad must be killed, if one element is killed, this is half. Note that each element may only have one heavy weapon from the above options, but both may have all carbines (of either type). This is to reflect the CQB nature of their role. These units count as Elites choices.