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===Pakasar Wargear=== '''Ranged Weaponry''' {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! Range!! S!! AP!! type |- | Hydrojet Darter Pistol(Bolt Pistol) || 12" || 4 || 5 || Pistol |- | Hydrojet Darter(Bolt Gun) || 24" || 4 || 5 || Rapid Fire |- | Hydrosurge Darter(storm bolter) || 24" || 4 || 5 || Assault 2 |- | Hydrostorm Darter(Heavy Bolter) || 36" || 5 || 4 || Heavy 3 |- | Hydropak Surge Blaster || 24" || 4 || 5 || Assault 2, Blast, Pinning |- | Hydropak Storm Blaster || 24" || 6 || 4 || Heavy 3, Blast, Pinning |- | Tempest Missile Launcher || 36" || 8 || 3 || Heavy 2, Blast, Missile Lock |- | Typhoon Multi-Missile Launchers || - || - || - || --- |- | TMML Maelstrom Missiles || 48" || 7 || 3 || Heavy 2, Large Blast, Missile Lock |- | TMML Sheet Lightning Missiles || 48" || 8 || 2 || Heavy 2, Ignores Cover, Twin-Linked |- | TMML Sky Splitter Bolt Missiles || 48" || 7 || 3 || Heavy 2, Skyfire, Twin-Linked |- | Magnetohydro Linear Driver || 48" || 7 || 2 || Heavy 1, Gets Hot! |- | Heavy Magnetohydro Surge Driver || 48" || 9 || 2 || Heavy 2, Gets Hot! |} <br style="clear: both; height: 0px;" /> '''Melee Weaponry''' {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! Range!! S!! AP!! type |- | Electroreceptor Blade || Melee || User || 4 || - |- | Electrified Fin Axe || Melee || +1 || 2 || Unwieldy |- | Great Wave Hammer || Melee || +3 || 4 || Concussive, Unwieldy, Two-handed |- | Tsunami Hammer || Melee || x2 || 2 || Concussive, Strikedown, Two-handed, Unwieldy |- | Reef Breaker Talon || Melee || User || 3 || Shred, Rending, Specialist Weapon |- | Ray Lash || Melee || User || --- || Swiftstrike, Rending, Poisoned (6+), Specialist Weapon |- | Tide Breaker Shield|| Melee || -1 || --- || Unwieldy, Strikedown, Reinforce |} <br style="clear: both; height: 0px;" /> * '''Swiftstrike:''' A Model equipped with a piece of Wargear with this Special Rule makes attacks with this weapon at 2+ Initiative * '''Reinforce:''' A Model equipped with this piece of Wargear increases its Armour Save by +1 (to a Maximum Armour Save of 1+) however any roll of a 1 on an Armour Save still counts as a failed save, this maximum value just allows it to make armour saves against AP2 weaponry. '''Armour & Miscellaneous Wargear''' *'''Ocean Power Armour''': Grants a 3+ armor save. Counts as Void Hardened in applicable Zone Mortalis missions. *'''Deep Ocean Power Armour''': Grants a 2+ armor save and the Bulky special rule. *'''Jet-Stream Power Armour''': Grants a 4+ armor save. Counts as Void Hardened in applicable Zone Mortalis missions. *'''Surge Pack''': ''These variable setting Ramjet thrusters are used by the Pakasar to achieve great leaping advances as they rush into battle. The wearer is propelled forward haphazardly, with no regard for firing accuracy.'' Changes the models type to Jump. *'''Surge Pack, HAAT Cluster''': ''Recently developed by the Rakal’sar during their failed defence against the Hunter cadres employed by Slowhail, the HAAT Cluster (High Altitude Assault Thruster Cluster) was made to allow the Surge Warriors to adjust their entry vector at the last moment, turning the momentum of their high altitude entry into a rolling charge.'' Models equipped with this piece of wargear may act as normal in the assault phase the turn they arrive by Deep Strike. *'''Barbed Flechettes''': Grants Shooting attacks the '''Shred''' special rule. *'''Solution Delivery Flechettes''': Grants shooting attacks the '''Poisoned''' special rule. *'''Sharpshooter Flechettes''': Grants shooting attacks the '''Sniper''' special rule. *'''Silver School Flechettes''': Grants shooting attacks the '''Ignores Cover''' special rule. *'''Hydropak Flechettes''': Grants shooting attacks the '''Pinning''' special rule. *'''Crescent Fin Heavy Barbed Flechette''': Grants Shooting Attacks the '''Monster Hunter''' special rule. *'''Storm Front Heavy Flechettes''': Grants Shooting attacks the '''Haywire''' special rule. *'''Compressed Hydropak Grenades''': Counts as Assault Grenades. *'''Combat Drugs''': These strange drugs are often taken by Pakasar warriors before they go into combat. A Unit that is equipped with this wargear has its WS increased by +1, but must make a Ld check at the beginning of each Movement phase, if this test is failed their BS is reduced to 1, and they automatically fail all Battle-Madness checks. *'''Mag Shield''': ''These highly advanced Magnetohydro Flux Generators are mounted on newer models of Deep Ocean Power Armour, using the Generated Magnetic Field to deflect incoming projectiles, while firing their own even further.'' Any model with this piece of wargear gains a 6++ invulnerable save, and their weapons range is increased by 6”. *Cloud-Burst Missile Lock: ''Built as standard in every Pakasar Missile Weapon, this targeting system locks on to the targets thermal output, electromagnetic pattern, and current motion profile, before using a simple predictive A.I built into the missiles to vastly reduce missile scatter.'' This gives any '''Missile''' weapon the '''Missile Lock''' USR if it has the '''Blast''' or '''Large Blast''' USR, or the '''Twin-Linked''' USR if it doesn’t have either the '''Blast''' or '''Large Blast''' USR’s. *'''Behemoth Drop Pod''': ''Far too large to comfortably fit inside any vehicle normally, The Behemoth Suit has continually been hindered by its inability to rapidly deploy into battle. However, a recent breakthrough by the Rakal’sar engineers of Miarinias Atoll has led to the creation of the Behemoth Drop Pod. Deployed from High Altitude Craft such as the Tau Orca, or the Manta, the BDP allows for a much swifter deployment of these destructive warriors.'' A Behemoth warrior with this piece of Wargear May Deep Strike. *'''Bio-Flux Field Sensor''': ''This strange piece of technology is often found attached to the Pakasar’s Jet-Stream Power Armour. Designed to amplify the Pakasar’s natural ability to sense Magnetic Fields, the Bio-Flux Field Sensor can pick up even the smallest of electronic movement allowing its user to accurately attack in nearly any condition.'' This Wargear grants the user the Night Vision USR, and gives a +2 to Initiative tests made against Blinding attacks. *'''Sea-Mist Mirage Field (Vehicle Only)''': A Vehicle equipped with this piece of Wargear increases the cover save of any friendly units within 6" by +1, including itself. '''Pakasar Melee Weaponry''' The Pakasar’s melee weaponry is almost analogous to the Imperium’s power weaponry, however, uniquely to the Pakasar, the weapon releases a large, if very weak, magnetic field that the Pakasar can use to sense any other nearby living beings while holding the weapon in hand. This feature of their weaponry makes them nearly impossible to approach undetected in battle.
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