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===Support Systems=== Secondary wargear for battlesuit type units, not usually worth replacing a weapon for, but can be when taken in addition to them. These are specified on each individual datasheet (and hence may have datasheet-specific effects, despite sharing a name; the list below lists their ''usual'' effects) - there is no list of support systems per se, even though Forge World datasheets may refer to such a list. *'''Advanced Targeting System''': 6s to hit autowound (compulsory effect, <s>even though it nerfs some weapons</s> autowound now explicitly counts as a secessful wound roll, so take away with Heavy Rail Rifles). Only found on Broadsides. *'''Counterfire Defence System''': Grants the Keyword of the same name, which lets you use a strat to reduce the Damage of a specific attack in the enemy shooting phase to 1. *'''Drone Controller''': A{{W40kKeyword|<SEPT>}} {{W40kKeyword|DRONE}} unit picked within 6" in the Command Phase becomes BS4+ and loses Target Priority, which is the Gun Drone nerf preventing it from shooting anything but the closest target. Optional on pathfinders and stealth team, included for free into Ghostkeel and Stormsurge for some weird reason. Used to allow you to take 40 BS 3 with marklight S5 bolter shots for 80 pts, but with the drone point increase its become a way to screen that Ghostkeel with drones. *'''Early Warning Override''': This model always hits on Overwatch on a 5+ and the entire unit spends 1 less CP (minimum 0) on the strat to Overwatch. **The Crisis Bodyguard version now provides the CP discount with the errata, but you were never going to take it anyway because that's a slot you'd be better off filling with a gun. **Got updated so one system covers the WHOLE squad now, and since regular Crisis teams can take it for free in addition to weapons its a must have for Fusion Blasters. Not even all that bad for flamers, as they get charged a ton and the free CP can be used elsewhere. *'''Multi-tracker''': Unmodified 6s to hit against a 6+ model unit hit 1 additional time, which is like +1 to hit only better as you get full stacking with every other buff (including the fact that it works on Overwatch whether or not you hit on 5+); the only thing you don't get full stacking with is abilities that trigger on 6 to hit (like auto-wounding), as the additional hit won't count as having hit on a 6. Just remember most players take squads of 5 to avoid shit like this, so best against armies that must take larger squads like guard or other tau. *'''Positional Relay''': Only activates ''when'' a unit is set up from Strategic Reserves and only affects ''where'' they can be placed. The only real difference this amounts to is that on turn 2 you could potentially set up in the enemy's deployment zone. Don't misread the rules for this Support System, it does not allow turn 1 Strategic Reserves. It is in fact an unmitigated turd. Do not waste your hardpoints on it. *'''Shield Generator''': 4++. Usually worse than taking more drones. Well, until the drone cost went up. Now it's better to combine the two instead. Shield drones are still better, but the cost of one drone could give three suits a generator. *'''Stabilised Optics''': Ignore the -1 to hit penalty for firing Heavy weapons after moving or while Engaged. If you're doing Mont'Ka this system does nothing period, so remember that. Only found on Broadsides. *'''Target Lock''': Ignore Light Cover. Pretty reliable against shooting armies, but a must have for stealth suits who already struggle with a lack of firepower. *'''Velocity Tracker''': +1 to hit when targeting units with {{W40kKeyword|FLY}}. Against dedicated flyers, this just counters their -1 to hit '''Hard To Hit''' ability; however, skimmers and jump infantry 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. Free for everything that can take it, but ''almost'' always worse than another support system choice (and ''always'' worse than taking another gun). ** Just like the +1 to hit with Markerlights, has no interaction with abilities that trigger on unmodified rolls to hit, like Ion guns killing the shooter or a Broadside with ATS auto-wounding. **You should generally take this on a Stormsurge, where its only competition is a counterfire defence system - 2CP to reduce one attack's Damage to 1 per enemy shooting phase is decidedly underwhelming compared to a permanent +1 to hit Flyers.
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