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post #1 of 3 (permalink) Old 07-09-08, 10:46 AM Thread Starter
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Default decoy launchers with tau

my mate says that decoy launchers are 5 points and make his hammerhead count as an obsurced target for the all the game, now i thought he could only use them once like smoke launchers because that sounds more...right for 5 points. so can any tau players tell me what they do, i don't think he's cheating just maybe miss read.

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post #2 of 3 (permalink) Old 07-09-08, 12:00 PM
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you or your friend are a bit confused.

Decoy Launchers allow you to force your enemy to reroll an 'Immobilized' result on the glancing hits table for the protected tank. (Meant to save your skimmer from crashing and burning if it's moving fast)

The effect you describe comes from the Disruption Pod. Same price, but in 4th really not worth it. (In 5th it will be godly, however)

Disruption pods treat the tank as being obscured against all shots from 12" or more away.
This means that each time it is penetrated, the defender gets a 50/50 chance to turn the penetration into a glance.

In 4th this is useless, since anyone with skimmers and a brain will get them a Multitracker (allowing it to fire as if it were Fast) and be constantly moving them 7+" and gaining the Skimmers Moving Fast rule (which automatically turns *all* penetrations into glances)

Simply buying a multitracker and keeping your skimmers moving is *far* more effective than the Disruption pod's effect in 4th. (But since skimmers moving fast are destroyed if they are Immobilized, you're going to want Decoy Launchers, which force the enemy to reroll Immobilized results on the glancing table)

In 5th though those Disruption Pods will be very handy, granting the vehicle a 4+ cover save against all hits, so long as the shooter is 12+" away.

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post #3 of 3 (permalink) Old 07-09-08, 07:01 PM Thread Starter
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ok thanks alot, he told me it was called decoy launchers so he probally miss read

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