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Warhammer 40,000: Kill Team (HoR)/Tactics/Tau
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==Wargear== ===Leaders Only=== *'''Multi-Targeting Array''': Essentially allows you to Split Fire with each of a model's weapons. Not such a big deal with TL Crisis weapons, but doing it as bare doubles definitely can. Can be good when a Crisis leader has two different types of weapon, as two weapons of one type (say, Fusions) might be a bit of over the top for a single enemy troop. *'''Kodachi''': A Power Sword for any leader. At least it's better than nothing, and if you unfocus your eyes, you can pretend you're bringing out a rookie [[Farsight]]. Also, Crisis suits has S 5. S 5 Power Sword with three A?... *'''Command Node''': Boosts IP from 6" to 12". A reasonable take, as Leadership is slightly shaky for Tau, and with a good Ld, you can be quite a tough bunny to move around. *'''Extended Drone Controller''': All friendly Gun/Marker Drones within 12" can use a Leader's BS. It's probably usable for some markerlight shenanigans, but it's otherwise pretty naff without those lights, as most leaders has BS 3. Is it worth it? Depends on the amount of Drones you have. *'''Twin-linked Rail Carbine''': Two TL S6, AP1 at 18" for 20 points, making it cheaper than TL plasma rifles and only slightly shorter range. Take with the Fire Warrior or Pathfinder Shas'Ui for a nasty surprise for any TEQs or light transports. ===Fire Warrior Shas'ui Only=== *'''Hard-wired Light Shield''': Grants a 5+ invulnerable save. Nice, but three times as expensive and less die-efficient than... *'''XV05 Armour''': Grants a 3+ armour save. At just 5 extra points, it's an absolute steal. ===[[Battlesuit]] Only=== *'''Shield Generator''': Really expensive, but a 4++ is a really nice save for a battlesuit to take. *'''Stimulant Injector''': The other big take for survivable battlesuits. In this case, FNP. Probably the better take, as it's usable at any time, even on armor-ignoring blows. *'''Counterfire Defense System''': Now overwatch at BS2. Decent with certain setups, but otherwise something that's really only used if you want the statistical boost. *'''Early Warning Override''': This will make you the bane of all Terminators everywhere (and maybe Blood Angels). The moment they deep-strike, you get to shoot them full of plasma rifles. *'''Positional Relay''': Grants you some more reliable outflanking...which is pretty pointless as there's only one mission where you'll get Outflank. Otherwise, it'll end up biting you more than helping you. *'''Vectored Retro-Thrusters''': Fleet and Hit & Run are rules that can make a Battlesuit good at deploying wherever he wants. Issue is that at I2, you're going to be stuck more often than not. Enjoy Fleet though, you're now free to dart around like hell. Note that Broadsides can''not'' take this upgrade, as their guns are too big for jets to fit. *'''Drone Controller''': Grants Gun/marker/Sniper Drones within 6" the ability to use a battlesuits' BS. Really, the difference between this and the Extended version above is range (as the Extended is usable by any Leader) versus utility (This can work on Sniper Drones too, making them a little more of a useful tool). More often than not, they'll use the EDC unless they're saving up with the Crisis Shas'vre. *'''Advanced Targeting System''': Precision Shots are prime hits. If ever there is a model that needs to die first, this cheap upgrade will make sure that they do. *'''Stabilized Jet''': A reliable way to make your second jump in Assault more reliable as it lets you roll 3d6 and pick the best distance. *'''Low Weight Composite''': Immunity to Strikedown is something of a big deal for Battlesuits, as it gives you the ability to keep on hopping around. Pair this up with the Retro-Thrusters so you can make the most of it as several melee weapons get Strikedown as well. *'''Coolant Injectors''': A new threat that arose from the changes of HoR is flamers. With the regularly crap Initiative of most Tau models means that they'll catch on fire easily. Adding this will negate it on the Battlesuits, which are probably the most valuable assets you have. ===Kroot Shaper Only=== *'''Master of the Hunt''': Reveals hiding models within 12" of the Shaper and blocks infiltrators from getting within 24" of him. Really nice in keeping the enemy within a prime range to fire away, especially with snipers.] *'''DNA Samples''': This gives you some random boosts based on some recent prey. :# +1 Weapon Skill thanks to the Ogryn. :# +1 BS from a Ratlings. A real thing that are really real. :# +1 LD from humans, presumably the genetic ability to shoot your friends. :# +1 Initiative thanks to Eldar, which is always nice. :# +1 S. Now you're as strong as a Space Marine. Pretty nice. :# +1 T. Thank the Orks for some good bonus defense. *'''Blood of the Stalker''': Gives Acute Senses, which is only useful if you get Outflank, so don't waste it on this in most instances. *'''Specialist Hunter''': A cheap way to grab Preferred Enemy for one codex. ===Vespid Only=== *'''Furious Strain''': Grants Furious Charge. Pretty nice to add some sting to a charge and then leg it to sting again. *'''Extra Chitin Layers''': Gives Feel No Pain to keep your bugman flying.
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