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Rail Rifle
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Old 21 Apr 2005, 14:43   #1 (permalink)
Kroot Shaper
 
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Default Rail Rifle

I have a quick question about my pathfinders. If I deploy on the board and my pathfinder team with all railrifles deployes on the same turn do they still get to shoot. I ask this because from what i see they have technically moved out of the devilfish and the rail rifle is a heavy weapon. So can anyone please answer my question
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Old 21 Apr 2005, 15:13   #2 (permalink)
Ethereal
 
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Default Re: Rail Rifle

Units that start the game outside of their dedicated transport do not automatically count as moving, so yes, they can fire.* If you moved the devilfish forward and then disembarked the team during the pre-game movement, they can also still fire, since that move happens before your first turn.* The only way they wouldn't be able to fire is if they started a regular turn inside the devilfish.

Keep in mind, there is also nothing that says you have to deploy the pathfinder devilfish and the pathfinders themselves together. They could start the game on opposite sides of your deployment zone.

edit: Good point about the Rail Rifles, Tau-killer.* I didn't notice that.
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Old 21 Apr 2005, 15:13   #3 (permalink)
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Default Re: Rail Rifle

Firstly - not all pathfinders can have railrifles - only three at maximum in a squad can have them.

Secondly - I see no reason why they can't fire on the first turn - they do have to have a Devilfish transport but as far as I know they don't specifically have to start in it or count as moving out of it - therefore they can heavy weapons normally.

Edit - Khanaris said it in a far simpler way than me!
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Old 21 Apr 2005, 17:05   #4 (permalink)
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Default Re: Rail Rifle

http://uk.games-workshop.com/tau/railrifle/1/

here are the ruels for rail rifles for you, enjoy!

Using that pre turn move is one of the pathfinders best advantages, and lets you capture a key piece of cover or an excellent sniping spot. Always deploy out of the devilfish where you can so you can potentially move out as far as possible.

If you have decided to make your pathfinder team soley markers for seeker missiles, your devilfish being the gunboat, then make sure to deploy the pathifnders and get the devilfish mvoed away and hidden with the pre-turn move instead!

hope that helps,
--42
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Old 21 Apr 2005, 19:13   #5 (permalink)
Kroot Shaper
 
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Default Re: Rail Rifle

actaully I have another question to add on to this. Does the Rail Rifle follow the same sniper rules that the SM scouts follow. If this question is unclear tell me
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Old 21 Apr 2005, 19:14   #6 (permalink)
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Default Re: Rail Rifle

No.* It rolls to hit and wound as a normal heavy weapon. Wounds inflicted by the Rail-rifle force your opponent to take a pinning test. Multiple wounds from Rail-rifles still only force one pinning test per turn.
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Old 21 Apr 2005, 20:28   #7 (permalink)
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Default Re: Rail Rifle

Which is sad. I would love to get 3 kills on a 10 man Marine squad and have them take many pin tests.
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Old 21 Apr 2005, 20:31   #8 (permalink)
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Default Re: Rail Rifle

We'd all like to able to do that...but there are plenty of other ways to hurt the Smurfs....
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Old 21 Apr 2005, 20:37   #9 (permalink)
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Default Re: Rail Rifle

Submunitions comes to mind...
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Old 21 Apr 2005, 20:42   #10 (permalink)
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Default Re: Rail Rifle

Squad of Broadsides + landraider also comes to mind... >
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