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====Support Systems==== These can be taken by nearly all battlesuit variants, albeit to varying degrees; Broadsides, for instance, can only take one. Items marked as (standard issue) come with all battlesuits, do not need to be purchased, and do not count toward a suit's support system limit. They are included for the sake of completeness. * '''Advanced Targeting System:''' Allows an equipped model to use the Precision Shot rule as if it was a character (get to pick the model to take the wound on a to-hit roll of 6). In the case of being equipped on a character themselves, their normal Precision Shot roll is enhanced to 5+ instead of just 6. Consider equipping them with this plus a burst cannon and a cyclonic ion blaster to maximize the odds of sniping special weapons and characters from enemy units as a kind of tactical-level Mont'ka maneuver. * '''Blacksun Filter''' (standard issue): Tau Nightvision, it grants the Night Vision special rule (obviously) and immunity to Blind, which is nice, since Blind become more common nowadays and could seriously fuck your I2 gundams up. Unlike certain options (like searchlights) available to other forces, this does not give away its user's position at night. Once a separate option, this now comes as standard issue equipment built into all Tau battlesuits for free and without occupying a hardpoint. * '''Counterfire Defense System:''' Increases a model's Overwatch fire from the normal BS1 shot for snap-fire to BS2. For my money and points I'd rather a Flamer. In most cases you'd get more hits and wounds. It's a personal choice though, can be useful if you decide to go TEQ hunting with some plasma rifles. Also a good choice if you feel like investing in support systems on your stealth suits. When combined with drone controller would allow you to overwatch at BS2 with marker drones to boost someone else supporting fire (massive hilarious if "someone else" are pathfinders) * '''Drone Controller:''' Formerly necessary for a unit to use drones, that functionality has become built-in. This new little bad boy works to ''enhance'' the drone's function, meaning the drones in your unit use the same BS as the bearer, making Markerlight hits that much easier to get. If your squad is taking any sizable amounts of drones (unless they are all shield drones) then think of including this as it will make up its point quickly. * '''Early Warning Override:''' A battlesuit aimbot program. Provides Interceptor. While your first thought would be to combine it with velocity tracker, its too expensive to be effective against anything save absolute cheesemongering (i.e. all-air lists). Instead use interceptor rule for what it was designed: to shoot down reserves at the end of THEIR MOVEMENT PHASE. Do not forget to bring your tearcup while your Riptide blow apart tightly packed teleporting terminators or drop-podded Sternguards with single ion accelerator blast. A decent buy all things considered. * '''Multi-tracker''' (standard issue): Sensors and targeting systems which allow a unit to manage the fire power of two weapons simultaneously, like a battlesuited John Woo action hero. Once a separate hardpoint-filling option, its popularity (bordering on ubiquity) has made it a now standard issue piece of equipment built into every battlesuit, so comes free with the unit and does not occupy a hardpoint.<p>'' Note: There is an argument here about whether or not they work in Overwatch. Most people go with the "Multi-trackers only work in the Shooting Phase not the Enemy Assault Phase" side of the argument, although there are some notable exceptions (like the NOVA tournament organizers) that think otherwise. [http://farsightinsight.blogspot.co.uk/2014/01/how-tau-interact-with-overwatch-and.html Make your own judgement call]. * '''Positional Relay:''' This allows outflankers in reserve in your army move in from the same board edge as the bearer provided he is within 6", including both your opponent's edge and your own. Used correctly this could allow you control of most of the board. However there isn't much need for lots of these in your army. Expect to use it more often on larger point games. Note that this piece of gear also comes as standard with recon drones that can accompany pathfinder squads, so weigh that in consideration for this if you are already taking pathfinders. * '''Shield Generator:''' Another that remains unchanged. It grants you a 4+ invulnerable save. Basically it's a one upped version of the Stimulant injector. Combine the pair and add shield drones for a model that just simply refuses to die. * '''Stimulant injector:''' Again another item that is no longer one per army. This will give the equipped model feel no pain. It's not cheap but it's a 5+ save ''in addition'' to your other saves that is only denied by instant death. Get it if you have the points and the unit in question is likely to see a lot of fire and needs the endurance. * '''Target Lock:''' Allows the model to fire at a different target from the rest of the unit. This tool, while cheap, is often over-used. More often than not the one extra weapon does not make the difference. The only real time its effectiveness comes into play is when used in conjunction with fusion-blaster wielding, deep striking, jihad shouting, suicide squads. Deploy them onto the back armoured line of a foe and watch him cry. Remember to have your china tear cup at the ready. It is worth noting that all models in the unit fire at the same time, regardless of whether or not all of the dice are rolled together. (In other words, you have to choose all your targets at once, rather than waiting to see what the results of your target locked model are.) * '''Vectored Retro-thrusters:''' No longer one per army this gives the model both fleet and hit and run. Useful if you get bogged down in combat and need to redeploy quickly. The only downside is a poor I means that you won't always pull out in time, unless you get drones (which are I4 for some reason), stick it in a Farsight Bomb (Farsight is I5), or put it on a commander who is palling around with Vespid (who are I6, but why would you do that?) (Why indeed, since Vespid have Hit and Run anyway.). <b>Note:</b> You only need 1 suit with this system in order to give the entire unit the benefits of Hit and Run, but you need to give this to everyone in the unit if you want to gain the benefits of Fleet. * '''Velocity Tracker:''' Another new toy. This thing allows a model to choose on a turn-by-turn basis whether it wants to use the Skyfire rule or not (so that unit can be firing at fliers one turn and ground units the next with no penalty to either.) Slapping these on Broadsides may be everyone's first move but they don't do too badly on Crisis suits or the riptide either. Combine with Early Warning Override to give flier heavy lists an early bus ticket home.
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