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Games Workshop - Warhammer 40,000 - Kill Team: T'au Empire Pathfinders

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Tac op 2: Patient Hunter – If more than half of your team is concealed and you score more primary mission VP, you can score this. I’ve often found this to be too hard. When your team is 7w 5+sv, it’s hard to actually stay concealed on open boards, while somehow winning on primary missions more than 1 turn. I’ve generally skipped this. As a T’au war fleet bears down on the Vedik system to reclaim it from Imperial hands (admittedly, hands they originally took it from in the first place ) Pathfinder teams range ahead to disrupt the defenders. Led by combat veterans with many years of experience, they creep through rubble to gather information and assassinate targets with ruthless efficiency.

Reliant Support: Each time you would use the Supporting Fire Tactical Ploy and select this operative, that Tactical Ploy costs 0 CP for that use. We wound on 3s against almost every other faction. This is a great way to wound on 2s instead against enemy teams with a low model count (alternatively, it’s great against Death Guard and Custodes, who have a toughness of 5). I think there is an effective engaged operative gameplan that focuses on setting up 5 markerlights on important opposing operatives on turn 1. Against elites this sort of gameplay pattern can make things look hopeless for opponents. Having Ion/Rail rifles delete big chunky elites with Bonded and BS 3+ makes the elite match up one of the easier ones for your team. When running this strategy it’s best to have the Killing Blow tac op, and Plant Signal Beacon. Since you can generally focus on 1 flank and push up to score Plant Signal Beacon, while applying lethal firepower. Nerfs– The nerf bat has targeted the Pathfinders many times, and with how much people complain about pathfinders, it does seem like it might happen again. As of 04/03 we are now at 11 or 12 operatives! MV36 Guardian Drones are more like general area shield drones. They have a 5+ invulnerable save and come with a unique action – Guardian Field (1 AP) gives friendly operatives within 3″ a 5+ invulnerable save, potentially protecting multiple models at once.

Pathfinder Kill Teams

You can find our review of Psychic Awakening 5: The Greater Good here, which covers the new rulebook.

Drones are one of the hallmarks of T’au warfare and see frequent use during spec ops missions, with six different kinds available to Pathfinder kill teams. No matter which you choose, the Drone Controller Pathfinder will ensure they act with efficiency far surpassing their basic programming. Determined Tactician [2cp]– With A Worthy Cause being pushed up to 2CP, this went from something you’d probably never use to non-existent. Being able to double up your art of war in a 6” aura is powerful, but with only 6 CP to spend in a game, there isn’t much time for this. The Ion Rifle gives you two profiles to choose from, both of which get 5 shots – standard does 4/5 damage with AP1 on crits, while overcharge does 5/6 damage at AP1 and the Hot rule.Base: Vallejo Earth Texture Desert Sand Red Tone / Strong Tone (1:1) S75 Light Skin (drybrush) Army Painter Wasteland Tufts Kroot – Based Credit: ThatGobbo Plain pathfinders: I keep one in case I have 6pts leftover and I need a comms model that isn’t a Gunner. Now that you’ve had a good look at t heir upgrade sprue, which is full of new toys, you probably want to know what all of that tech does.

Marksman Pathfinders give you an additional rail rifle; they come with a special Marksman Rail Rifle that hits on a 3+ and can either fire the standard rounds or Dart Rounds, which trade Lethal 5+ for Silent, turning them into deadly snipers. Their Inertial Dampener ability lets them make Overwatch shots at full BS. Pathfinder Kill Teams are made up of one Pathfinder Shas’Ui and 11 operatives chosen from the following list:The Marker Drone has a High-intensity Markerlight, getting you two markerlights for one. Pair this with a MARKSMAN or WEAPON EXPERT PATHFINDER with a Target Analysis Optic, and a single Markerlight action turns one key Pathfinder into an all-out assassin. While most Compendium kill teams are pretty straightforward, Hunter Cadre Kill Teams actually get some special rules and abilities to work with. Namely, drones and markerlights. Markerlights You can’t have more drones than non-drone operatives in a given fire team. Eagle-eyed readers here will note that Hunter Cadre teams get access to two options which Pathfinder teams do not: Namely, Guardian Drones and Tactical Support turrets. Strengths Pathfinders are very capable in a gunfight thanks to their high-damage weapons and markerlights. However, with just 7 Wounds and a 5+ save, they are more fragile than average, so use cover when trading fire to keep the gunfights in your favour. When it comes to shooting hordes however, the rail rifle hits the 7W breakpoint about as reliably as the hot ion rifle, so you can skip the chance at hot biting you in the ass without losing much reliability. In the end this is a hotly contested topic, and to each their own. My personal roster has 2 of each so that I can switch weapons based on my opponents. Drones

Are you really, really into the whole “no I in team” concept? Do you dream of serving the greater good? Do you really want to stay out of melee? Do you want to play with an actually competitive team for the T’au faction? Then Pathfinder teams might be the teams for you! That’s about it, just need to base the thing. They aren’t going to win any awards, but I was able to paint them in about an hour, and now that I have the scheme sorted enough to not have to think about it, assembly-lining a squad of 10 in a How to Paint Everything: T’au evening is probably a reasonable pace. Almost every Pathfinder carries a markerlight, and the cumulative benefits make coordination between team members vital for getting the most out of your powerful guns. There’s loads of tactical depth in Kill Team. With only a handful of models, every casualty hurts and every decision matters. I prefer this one instead. No explanation needed really. Try and keep it a surprise until you get the chance to kill a valuable unit. Be careful, it’s expensive.The Rail Rifle instead does 4 shots with 4 flat damage, AP1, Lethal 5+ and does 2 mortal wounds on a crit, making it a nasty way to push through damage (and a good target for markerlights). Knowing I wanted to approach this with naturalistic tones, I started with something desaturated and with strong brown undertones. I decided in the end to actually start at brown, and then slowly work up to a bright highlight keeping a strong green tone through, and then wrapping it all together with a glaze. Other than the basecoat I kept my layers nice and translucent, using a thinner medium to do so. Drone Repair Kit [2ep] – Medic kit for drones. This works better with the drone controller, but even then isn’t likely to be something you’ll want to bother with. There is some play here with the shield drone and the drone controller in a shooting castle so that you can keep the drone healthy with the repair kit. However, I’ve never seen that level of defensive play pay off yet. Perhaps against a very shooty opponent with poor starting cover where you need to create your own safe spots it could be good. The Recon Drone also has better survivability than most other operatives in your Kill Team, and it can give you an extra Recon option in the Scouting step of missions with a Scouting step, so it’s no wonder this drone counts for two operatives. MV31 Pulse Accelerator Drone (1 allowed per Kill Team) Unique actions are actions detailed on an operative’s datacard that only they can perform, such as the Dakka Dash action found on the example datacard.

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