Editing
Warhammer 40,000/8th Edition Tactics/Tau
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Support Systems=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Secondary wargear for battlesuit type units, not usually worth replacing a weapon for, but can be when taken in addition to them. <div class="mw-collapsible-content"> * '''Advanced Targeting System''': Improves the AP of all weapons on the suit by 1, turning those Burst Cannons into sawn-off Heavy Bolters. For Commanders it is generally more effective to do so, albeit more expensive. You don't want to replace a weapon for ATS on a normal Crisis suit, it is a damage loss. ** The FAQ changed the AP of the default close combat weapon to "0", so this now affects the melee on the suits. Take it on your Stealth Suits to give them a AP-1 melee attack along with their Burst Cannons. Also makes Commanders even more dangerous in melee. **3x more expensive on the Ghostkeel, Riptide and Stormsurge, though they don't replace any systems for it and all have a ''lot'' of guns, so possibly still worth looking at. * '''Counterfire Defence System''': Allows re-rolls to hit when firing Overwatch. Give it to your Tau Sept suits and you'll be re-rolling Overwatch on 5+ which makes a HUGE difference for charging units. Normal units have a 16% to hit on overwatch. Tau Sept units with this have 55% - better than BS 4+, which is the standard for our army. ** '''Note:''' Since the Stormsurge is a {{W40kKeyword|VEHICLE}} this can be combined with the Point Defence Target Relay Stratagem (makes overwatch hit on 5s and 6s). Tau Sept Stormsurges have this already, but useful for the other Septs. * '''Drone Controller''': All {{W40kKeyword|<SEPT>}} {{W40kKeyword|DRONE}} models near (6" bubble) any bearer get +1 to hit rolls. You can put this on a Commander or Crisis suit and buff Sniper, Markerlight, or Gun drones. Usually requires a critical mass of drones to be effective. A critical mass of gun drones is all you need to mow down infantry, swarms, and screens. Stick this on your Shas'Vre crisis suit dude! ** '''Note:''' Drone Controller's area of effect is based on the size of the Battlesuit's base. So a drone controller on a stealth suit (32mm round) can affect less drones than a drone controller on a Stormsurge (170mm oval). * '''Early Warning Override''': Get a free shooting attack on one unit that is deployed (deep striking) within 12" but at -1 to-hit, so only at 5+ with any suit apart from the Commander and don't even think about overcharging those CIBs. Very seriously worth taking on a team of Crisis suits, giving them Missile Pods, or Burst cannons/Plasma Rifles if you want to go cheaper. Keep them on Riptides for extra denial. Works with Velocity Tracker and, as with the Drone Controller, base size of model equipped will increase area of effect. ** Twice as expensive on the Ghostkeel, Riptide and Stormsurge, but these are very shooty models with large bases, and so will create a very impressive bubble of Fuck You Dakka if your opponent is still insistent on throwing his Terminators away. * '''Multi-tracker''': If a model shoots all its weapons at the same target, it may re-roll 1's to hit. One Markerlight can give this to your whole army. The target unit now also has to include at least 5 models for this system to work. Also only works in your shooting phase. Oh and it got more expensive in the Codex. So it went from bad to absolutely terrible. * '''Shield Generator''': The classic 4+ invulnerable save. Riptides still can't take this, but it's cheaper than before for all other suits. Shower thought: Crisis suits can get Iridum armor and this for a 2+/4++ to mock those pesky Custodes. ** Costs 30 points on the Stormsurge and a whopping ''40'' on the Y'vahra. Obviously not worth it on the later, since it already has a 5+ Invuln that jumps up to 4+ against Melee and close ranged attacks in addition to its Drones, but the Stormsurge is painfully lacking a Invulnerable save, so unless you're planning on burying it behind every single Shield Drone you can take, you'll likely be shelling out for it anyways. * '''Target Lock''': Enables the suit to ignore the to-hit penalties for Advancing and firing Assault weapons, and moving and firing Heavy weapons. Also allows firing Rapid Fire weapons after Advancing at -1 to hit. A cheap way to potentially increase your suits' mobility by a good amount, and reduce reliance on Markerlights. However, you will likely never want to take this on a Commander or Crisis suit, as removing the -1 to hit gives you the same number of hits you would have from another gun. While lowering your damage if you don't advance. Can be useful for Coldstars, to take advantage of the 20" move, and Broadsides so they can move and shoot without penalty. Stealth suits will mostly see better returns from the ATS. Almost an auto-take on Ghostkeels/Riptides as both their big weapons are heavy, meaning you can ignore the penalty while you jump around the board. ** This has the same effect as shooting at a target with 4 markerlight counters on it, but getting 4 markerlights takes an average of 8 pathfinders. That's 64 points total, a Target Lock is ''much'' cheaper. Plus Pathfinders are usually the first thing to go in our list. ** Remember this costs double on the Ghostkeel, Riptide, Stormsurge and Y'vahra, but given how many guns those suits carry, that's honestly not surprising. * '''Velocity Tracker''': +1 to hit when targeting units with the {{W40kKeyword|FLY}} keyword. Against dedicated flyers, this just counters their -1 to hit '''Hard To Hit''' ability; however skimmers and jump infantry now also possess the {{W40kKeyword|FLY}} keyword, so you can also use the bonus against Jetbikes, skimmers, Assault Marines and anything else that jumps or hovers. A good investment in those cases as you get it basically for free at two points, particularly on units where you can take support systems on grunts without losing a weapon system slot (such as Stealth Suits or Broadsides). ** It is less cost efficient on the usual suspects (Ghostkeel, Riptide, Stormsurge and Y'vahra) at 10 points, but, again, those models carry lots of guns and give up nothing to take this. ** Pay particular attention to this one for units with effects that trigger on 1s or 6s to hit. A +1 to hit completely eliminates the chance of blowing yourself up with your Ion gun. Sadly, this does not help your wound rolls, so you still need that 6 to get the bonus wound. ** Worth a serious consideration on both Broadsides and Stormsurges, or even a unit of Crisis/Stealth Suits </div></div>
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information