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==Fast Attack== ===Pathfinders=== Markerlights find much more limited use in KT due to squads being split into individuals. Pathfinders are still worth considering though for their access to rail rifles and ion rifles, both of which are capable of killing most infantry in KT, and providing some anti-light-vehicle support as well. EMP grenades are also an option here if someone's bringing a hard-to-deal-with vehicle like a walker. (Then again, you should really be thinking about ways to shoot the damn thing instead). ===Piranha Skimmers=== Piranhas are great in kill team, where the bigger vehicles don't make an appearance, and really killy anti-tank stuff is less common as well. AV11 gives you decent resilience to troop weapons if you watch your facings, and a good turn of speed means you can scare the inevitable enemy light vehicles with sneaky side/rear facing shots. Combine this with the free gun drones, which can either give you a decent amount of extra firepower, or instead be dropped to provide more JSJ-hijinks or objective grabbing and the piranha becomes pretty fantastic value. ===Drone Squadrons=== Gun drones are the only thing really worth talking about here, marker drones suffer along with pathfinders with markerlights being way less useful, and shield drones not shielding anything other than themselves. If you're up against anything with a 5+ armour save, and have even a little bit of LoS-blocking terrain on your board, JSJing pulse carbines will annoy the hell out of your opponent. Just be aware they can die relatively easy if you don't get them hidden, and that might hurt you when break tests start happening. === Vespid === They're bad lol [[Category: Warhammer 40,000]] [[Category: Warhammer 40,000 Tactics/Kill Team (HoR)]] [[Category: Xenos]] [[Category: Tau]] [[Category: Kroot]]
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