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===Ranged Weapons=== *There are some rules in a variety of places - custom sept tenets, stratagems, the Cadre Fireblade aura, etc - that refer to weapons by category. All categories have the same definition: a <category> weapon is any weapon with <category> in the name or a relic or prototype that replaces such a weapon. The categories are: **'''Burst''', for the custom Sept Tenet that gives you +1 to hit rolls within 12" with these. Unless you're ditching marklights it's useless, as the bonus doesn't stack. ***'''Burst cannon''': see battlesuit entry below. Available to crisis and stealth chassis ***'''High-output burst cannon''': 18β Assault 10, S5 AP-1 D1 super-gatling available only for Coldstar commander. ***'''Accelerator burst cannon''': 18β Assault 8, S6 AP-1 D1 upgunned version for Devilfish chassis ***'''Pirahna burst cannon''': 18β Assault 6, S6 AP0 D1 Pirahna burst cannon, slightly better than infantry version, but utterly useless compared to Pirahna's super fusion **'''Ion''', for the stratagem that lets you cut a unit off from auras by murdering a model in it with one of these. **'''Missile''', for the custom Sept Tenet for ignoring cover with these. ***'''Seeker Missile''': Found across a wide array of your army, each of these will cost 5 points when they're optional (and be free when they aren't). 72β Heavy 1 S9 AP-3 D2d3 is a good way to ruin your enemy's day, although these are best on units you expect to die quickly so it doesn't matter that the gun can't fire again.described in **'''Plasma''', for the custom Sept Tenet for dealing mortal wounds on 6s to wound with these. There's only one of these, the Plasma Rifle covered in the Crisis section because it's only carried by battlesuits, although you do have a couple nearly-identical variants in a couple places. <s>The custom Sept Tenet makes Plasma Rifles do ''less'' damage, so you won't ever take it, so in practice this weapon category doesn't matter.</s> Errata fixed this. **'''Pulse''', for the Pathfinder drone that buffs AP, the Cadre Fireblade aura, the custom Sept Tenet for improving AP by 1 on 6s to wound, and the strat for autowounding on 6s to hit. *** '''Pulse Pistol:''' 12" Pistol 1 S5 AP0 D1. Granted, you should not be getting into close combat, but if you somehow survived an assault, your opponent can get hit by this in your next shooting phase from your Fire Warriors. Usually it's better to just fall back and let your other units punish whatever came at you, but pulse pistols are pretty much required in case your unit gets locked in melee, and they're free anyway. ***'''Pulse Rifle:''' The original, the best Rapid Fire basic bitch Troops weapon in the game. 36" Rapid Fire 1 S5 AP-1 D1 smackdown, stacks ''wonderfully'' with some sept traits, wargear, and warlord traits. ****'''Fireblade Pulse Rifle''': 36β Rapid Fire 1 S5 AP-2 D2, because obviously the Tau would never dream of giving their best weapons to their sharpshooters instead of their leadership. If you have to ask who carries this, you need to re-read the name of the gun. ****'''Longshot Pulse Rifle''': 48β Rapid Fire 1 S5 AP-2 D1, carried by Sniper Drones. *** '''Pulse Carbine:''' Doesn't pin targets anymore, but is 24" Assault 2 S5 AP0 D1. You don't want to advance and shoot with your shitty BS, so their actual advantage is a defensive one, shooting twice at slightly farther away than a Pulse Rifle does. Gun drones get two of these. **** In Montβka you advance and shoot with no penalty for first 3 turns, so don't forget your pathfinders are shooty now. *** '''Pulse Blaster:''' Haven't you always wanted to pay more points for a worse gun? Breacher Teams are here to deliver. 8β Assault 2 S6 AP-2 D1 or 14β Assault 2 S5 AP-1 D1. =====Crisis===== Available to Commanders, Crisis Teams and Crisis Bodyguard Teams. Some of these are also available to Broadsides, Ghostkeels, and Riptides, but only a few of them, so it gets specified on their entries. *'''Airburst fragmentation projector''': 24" Assault D6 S4 AP-1 D1, blast, indirect fire. Often the weakest gun against every possible target, its main value is the ability to ignore LoS. Of some use against hordes. *'''Burst cannon''': 18" Assault 6 S5 AP0 D1, an increase of +50% shots. A bit redundant given the rest of the army provides plenty of S5 shots, but [[dakka|''gatlings are fun'']], and Crisis units can get enough buffs to reliably attack anything. *'''Cyclic ion blaster''': 18" Assault 3 S7 AP-2 D1, overcharge for 18" Assault 3 S8 AP-2 D2 and take 1 mortal for each unmodified 1 to hit. Despite the escalating costs of repeated guns, four Cyclic Ion Blasters are cost-effective even if they are the most expensive loadout, given how many D2 shots they fire without having to get within 9" of the enemy like fusion blasters do. Do aim it at the right targets, though: the gun is too expensive to waste it on guardsmen, but shooting at terminators also wastes 25% of the damage output, reducing efficiency, which is the one reason you're buying the gun at almost triple the initial price. **If you want to avoid high costs, you can instead use a CIB as a filler for other options. **They have high enough dakka to reliably injure their users when spammed. Bring drones, especially Shield drones, to absorb the damage. And get a source of re-roll 1s. *'''Fusion blaster''': 18" Assault 1 S8 AP-4 Dd6, +2D at half range. Anything armed with these is fast enough to use it, but 9" melta range basically guarantees close combat. Take that into account, as fusion blasters mostly ''only shine in melta range'', being overtaken by CIB or plasma beyond 9". ''Who dares wins.'' *'''Missile pod''': 30" Assault 2 S7 AP-2 D2. <s>A coward's weapon</s> "Adequate from a safe distance". Reliable 2D without having to either get close or risk overheating. Nothing stellar outside of fighting MEQ. *'''Plasma rifle''': 30" Assault 1 S8 AP-4 D3. Buffed from the worst plasma weapon in the game into a gun that puts rightful fear into anything W3, like Terminators & Custodes (and even DG), with stats high enough to attack vehicle targets of opportunity. *'''Flamer''': 12" Assault D6+2 S4 AP0 D1, autohits. Very often the better weapon out of points cost and the sheer number of hits, at the cost of having the least range (except fusion blasters in melta range). Better for battlesuits operating unsupported, as rerolling hits decreases their advantage before other guns. =====Kroot===== *'''Kroot Rifle:''' It's a bolter that makes the wielder AP-1 in melee. Found on Carnivores. **'''Quill Grenade''': 6" Grenade 1d6 S4 AP0 D1, Blast, found on Carnivores. *'''Kroot Shaper Rifle''': This is an AP-1 Storm Bolter. *'''Kroot Pistol''': This is an AP-1 Pulse Pistol only Shapers can take - comes with a Grenade Belt, but means you have to give up your Ritual Blade. **'''Grenade Belt''': 6" Grenade 2d6 S5 AP-1 D1, Blast, One Use Only. Found on the Shaper if you swap the Ritual Blade for a Kroot Pistol. *'''Kroot Gun:''' 48" Heavy 2 S7 AP-1 D2, found on Krootox Riders.
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