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===Prototype Weapon System=== Like the Tyranids, instead of picking one Signature Systems, you can give any '''unit''' one of these, which will replace all of its equivalent weapons when available. Note that they aren't relics but you can use the multi-relic strat to generate up to 3 of these. Likewise, none of them displace ''actual'' relics, so you can put a relic plus one of them on the same unit. Some of these affect all models in the unit, so all 10 of your Crisis Suits can gain bonuses. Consider this when sticking something on a single commander (They are making less appealing options very appealing: Crisis Suits in all configurations, Railguns of all forms, and Ion Accelerators). * '''Accelerated-photon Grenades:''' Unit with Photon Grenades. In addition to a melee penalty, the Photon Grenades also prevent them from advancing and halves their charge rolls. Lasts until your next turn, so you can throw one in the shooting phase instead of waiting for overwatch. ** The duration our regular photons cry out in dismay for. * '''Advanced EM Scrambler''': {{W40kKeyword|Ghostkeel Battlesuits}} only. Enemies that deep strike cannot set up within 12" of the user. For if you don't need more firepower but want to shut down deepstrike with the Ghostkeel's big base. Proper positioning and use of cover with this baby using Infiltrator can give your army a beautiful 28” (including base size) deep strike denial bubble, much to the chagrin of any DS heavy army. * '''Amplified Ion Accelerator:''' {{W40kKeyword|XV104 Riptide Battlesuit}} only. Replaces the Ion accelerator. Each setting deals 6 attacks, Standard deals D3 and Overcharge deals D3+1d3, along with AP-4. Notably, This allows you to use your Nova Charge on other abilities while firing with increased output. * '''Annihilation Warheads:''' {{W40kKeyword|KV128 Stormsurge}} model only. The units Destroyer Missiles auto-deal 3 MW when they hit. Consider each Stormsurge has 4 D missiles, this means 12 potential mortal wounds.. Not bad. * '''Cross-linked Stabiliser Jets:''' {{W40kKeyword|Commander}}, {{W40kKeyword|XV8 Crisis Battlesuit}}, or {{W40kKeyword|XV8 Crisis bodyguard}} unit only. You may re-roll hit and wound rolls of 1 for this unit. Really useful on flamers, burst cannons, and CIBs especially. Gets better in larger units. * '''Fusion Obliterator:''' {{W40kKeyword|Ghostkeel Battlesuits}} only. Replaces the Fusion Collider. 24" Heavy 3 S9 AP-4 D1d6 (melta). Almost doubles your output against high-wound targets, but probably not worth a relic slot. * '''Gatling Burst Cannon:''' {{W40kKeyword|Commander}}, {{W40kKeyword|XV8 Crisis Battlesuit}}, {{W40kKeyword|XV8 Crisis bodyguard}}, or {{W40kKeyword|Ghostkeel Battlesuit}} unit only. Each Burst Cannon in the unit gets replaced with a version that scores another hit for each unmodified 6. This is better than +1 to hit in that it works on BS2+ models (commanders or anything BS3+ shooting at a 5 markerlight target) just fine, as well as applying to Overwatch. Gets better in larger units. * '''High-Capacitance Railgun:''' {{W40kKeyword|TX7 Hammerhead Gunship}} unit only. Replaces the Railgun. Reduce the range to 60" but increase the number of shots for Solid shot to 2, and Submunition to 4D3 shots. ** Not worth it at all. With no invulnerable save to speak of and the inability to benefit from savior protocols it '''will''' get destroyed quickly. If Hammerhead squads were a thing, then it'd be pretty good. But as of now they don't exist. * '''High-Powered Incinerators:''' {{W40kKeyword|Battlesuit}} unit only. Replaces all Flamers. They become S5 when at half range (usually 4"). Being as flamers are cheaper than Burst Cannons and can still benefit from ATS, this makes them very comparable, just note that playing in close like this pretty much assumes the unit will get shot up badly. Distraction Carnifex? * '''Magna Rail Rifle:''' {{W40kKeyword|XV88 Broadside Battlesuit}} unit only. Replaces the Heavy Rail Rifle. +1S (so S9), and 1s and 2s for damage count as 3s. Now you can generally threaten Tanks and T8, while also taking on multi-wound targets with ease. When compared to the HYMP, these are all the more appealing given that they are half the price. ** Stack Kauyon and Command and Control node to wipe your opponent's vehicles off the map turn one. * '''Networked Markerlights:''' {{W40kKeyword|Pathfinder Team}} unit only. Turn Markerlights into Assault weapons. Makes your Markerlights mobile and synergises with Assault weapon buffs, but you need a big Pathfinder team to justify this over other Systems. ** Don’t let that Assault profile fool you, if you’re taking you’re only doing so to get out of the penalty for moving and firing Heavy weapons, that extra 1”-6” isn’t worth the shooting penalty (Vior’la being the exception). * '''Reactive Countermeasures:''' {{W40kKeyword|Battlesuit}} '''''model''''' with Airbursting Fragmentation Projector only. Ignore AP of -1 or -2 against this model. Something to consider solely for the massive amounts of AP -1 a marine army can spit out nowadays thanks to doctrines. Anything AP -3 or higher should be handled by your drones or shield generators. Use this, a Shield Generator, and Iridium Armor for a frustratingly hard to remove target that is unfortunately carrying a piece of shit gun. ** Because of order of operations, you can give a model a projector, then this, then the relic projector Supernova Launcher just fine. And CIBs! *** Note that this only affects shooting attacks and not melee.
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