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What team the PCs are on will determine what roll they play in missions. Critical failures in missions could see them placed on a lower tier team while critical successes may raise them accordingly.
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Their success or failures during missions will determine how they advance over the course of their careers as Reapers. PCs will start the game as Reaper Team 3. The most prestigious of the teams is always Reaper Team 1 here, the most skilled, accomplished, and veteran Reapers are placed. A Reaper frigate can hold any number of strike teams, but they more often than not operate in teams of six.
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I'm unfamiliar with the Forge World suits other than how they prefer the ASS on the Broadsides. Septemat 10:32 missed that bit, but it explains it more succinctly than I did. Otherwise, great basic write-up on the Crisis Suits. Of course, in our current codex, this doesn't matter at all when you start using Forgeworld variants, however, it does come into play. Since the codex stipulation states that "they must remain stationary" and Relentless says they "count as stationary," we're all set here. Just for clarification, Crisis Suits can move and fire Heavy Weaponry, as their Jetpack grant them Relentless. Missile pods are a must, they're just too good, and when facing a lot of marine armies, those Plasma Rifles are wonderful especially since they don't "get hot"! It actually makes a sort of sense, since it gives them a weapon they can move and shoot without ASS. Markerlight a target and this unit turns into a kill-switch. I like to take a unit of three and attach a couple of Shas'els with 6 shield drones for durability. A solid review of the options, and I entirely agree with the Fireknife being the default workhorse of any Tau army.
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