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====Signature Systems==== These are taken by the Commander, his Bodyguards, or Crisis Shas'vres. Basically, these are the equivalent to the artifacts/relics of other books. '''Note:''' Only one of each can be taken per army. On a Crisis Commander or Bodyguard these take up no Support Slots and as such any number of each could feasibly be equipped, however only three systems total from the Weapons, Support and Signature lists can be taken on a Crisis Team Shas'vre. * '''Command and Control Node:''' A 4th ed piece of tech that was killed off in the switch to 5th ed when target priority tests went the way of the dodo. Back from the dead and clocking in at 15pts, it makes all of a unit's weapons Twin-linked at the cost of giving up the bearer's own shooting. <s>Due to the wording there seems to be no problem with sticking this on a single Crisis Shas'vre and lumping him with a unit of Fire Warriors or Pathfinders.</s> Crisis Shas'vre aren't Independant Characters. Using this and Multi-spectrum Sensor Suite on a gigantic Farsight bodyguard squad looks broken on paper, <s>but requires field testing</s> and kicks total ass. * '''Failsafe Detonator:''' Useful as a last 1 fingered salute to anyone assaulting you and not much more. Select if you wish to put on units you don't expect to survive the battle, but by no means an auto-include. * '''XV-8-02 Iridium Battlesuit:''' Adds 1 Toughness and gives a 2+ save. Don't waste this on a Crisis Shas'vre save it for the commander (Your warlord if there isn't an Ethereal present) '''Alternate opinion:''' put this on a bodyguard loaded up with stims and a shield generator and you'll keep your commander's support systems free for maximum offense while having a bodyguard (who causes you to auto-pass Look Out Sir rolls) to act as a T5, 2+, 4++, FNP whipping boy while leaving your commanders hard points free to load up on dakka * '''Multi-spectrum Sensor Suite:''' Like Command and control, you forgo shooting with this model in place of giving the model's unit's ranged weapons the ignore cover special rule. Take it on your Commander with the Command and Control Node, because if you're doing something else with it, you're probably wrong (see above regarding Crisis Shas'vre). * '''Neuroweb System Jammer:''' At 2pts this little gadget is an auto-include. At the start of your shooting phase the bearer selects 1 enemy unit within 12" to have its weapons get hot until the end of the next turn. Even if you never use it it can still be funny to watch your foe create a wide area of space around the bearer. * '''Onager Gaunlet:''' The first close combat weapon for a battlesuit. Shame there is only 1 and it only gives 1 S10 AP1 attack. Can be useful for opening tin cans or crumpling lower key characters in challenges. Just watch out however as you're still Tau and 1 attack that you may miss with isn't all that when you're T4 with a 3+ save. On the other hand, [[Power weapon#Power_Fist|HIDDEN POWER FIST]]! That unlike similar weapons it does ''not'' strike at I1 should come as a surprise to anyone expecting a Tau commander to go down immediately in close combat to a monstrous creature without a good chance of taking the thing with them. * '''Puretide Engram Neurochip:''' Select one of the five special rules at the start of Movement. The bearer has it until the next turn. The only ones of note are Monster Hunter (situational at best) and Tank Hunter (correctly outfitted Crisis suits who are going after tanks probably won't need it) which will benefit the entire unit, but the 3 others are close combat related and only affect the bearer and therefore mostly pointless. Although if you know that CC is inevitable I guess it might be worth popping one of the CC abilities since every little bit helps. * '''Repulsor impact Field:''' Another neat (anti-)assault gadget. It's like a flechette discharger for battlesuits. It won't make an enemy unit think twice about hitting you though, but the handful of I10 hits might score you an wound before your opponent strikes. If you're taking any assault phase gadgets, it's best to take them in a bunch although the points will pile up fast. *'''XV-81 Prototype''' (Forge World) Once limited to commanders, it is now available to all able to take Signature Wargear...so, mostly still commanders. The Model gains the Extremely Bulky rule, but in return, gains a Smart Missile System. Limits you to taking a maximum of two other weapon options, but who the fuck takes TL weapons on a Commander anyway? Does <i>not</i> stop you from spending your full four choices on support systems. Plus, 25 points isn't too much to ask for this nice piece of equipment, <s>but unless you desperately need one, is a little risky for most armies. Use with caution.</s>Combine with the Iridium suit for some real lulz. *'''XV-84 Prototype'''(Forge World) Also once limited to commanders, the XV-84 contains a Networked Markerlight and a Target Lock. Useful for supporting a low BS unit with a networked markerlight, the XV-84 would probably see its best use in a Farsight Bomb. At 20 points, the suit is a relatively cheap addition to any force.
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