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===Prototype Systems=== Akin to special issue wargear like Kustom Jobs, but thankfully paid for in points instead of CP. Can be given to any {{W40kKeyword|COMMANDER}}, Crisis Shas’vre, Crisis Bodyguard Shas’vre, or Ghostkeel Shas’vre. Weapon systems replace only ''one'' gun; you can give them to regular Crisis models, but it goes without saying that guns should be given to Commanders instead. A given model can't have more than one Prototype System (even though this is a plot hole, as the Earth Caste loves giving a suit multiple prototypes at once), and a given Prototype System can't be in your army more than once. * '''Alternating Fusion Blaster:''' Crisis and {{W40kKeyword|Commander}} only. Replaces a fusion blaster, changing it to 12" Assault 1 S8 AP-4 D d6+2 that can draw a line from the bearer to the closest model of the target unit, rolling to wound for all units this line crosses as well as the target. That means your total range drops from 18 to 12, although your melta range improves from 9 to 12, and of course you can murder intervening units as well if that comes up. *'''Dominator Fragmentation Launcher''': Gives a {{W40kKeyword|COMMANDER}} or Crisis's airbursting fragmentation projector AP-2 and makes its targets suffer -4Ld until end of turn. *'''DW-02 Advanced Burst Cannon''': Turns a {{W40kKeyword|COMMANDER}} or Crisis's burst cannon into 18" Assault 8 S6 AP-1 D1 (so +2 shots fired, +1S, and -1AP), and models "cannot use any rules to ignore the wounds it loses" from this gun, meaning it works both on FNP and on "x amount of wounds taken" rules like Thraka's '''Prophet of Gork and Mork''' ability and the C'tan's '''Necrodermis''' ability to limit the number of wounds they lose in a particular phase. *'''E-H Disruption Suite:''' Ghostkeel only. Once per battle in your command phase, gain a 12” aura until your next command phase. While an enemy unit is in this aura, each time your opponent selects that unit for a stratagem, and each time your opponent uses a stratagem when that unit is selected to shoot or fight, increase the cost of that stratagem by 1CP. Not all that great since you want your ghostkeel either as far away from the enemy as you can or sneaking up on a isolated unit. Being only once per game doesn't help...Could won you the game if used in the right place at the right time, but that won't come up often if ever. *'''Internal Grenade Racks:''' One of the few relics available to all heroes, this allows you to deal d3 mortal wounds on a unit they "moved across" on a 2+ roll on 1d6. Moving across a unit isn't defined, so in particular if you manage to move across a unit by flying between its models, you're going to have [[skub|an argument on your hands]] if you don't discuss the issue with your opponent beforehand. Of course, you can slap this on a Coldstar Commander in order to imitate the Swooping Hawks, though this can still make for a deterrent for any enemies looking to charge a more vulnerable commander. **'''Alternate Take:''' most Tau Battlesuits have the {{W40kKeyword|FLY}} keyword, particularly any of the suits that can take this prototype system, so they are technically permitted to "move across" units. Maybe chalk this one up to poor wording but it seems like this one would only really work on a Crisis Suit, especially a Cold Star considering its M value. *'''Novasurge Plasma Rifle''': Gives a {{W40kKeyword|COMMANDER}} or Crisis's plasma rifle AP-5 (eh) and the ability to ignore invulns (absolutely incredible), setting dangerous precedent. Same ability as the {{W40kKeyword|Bork'an}} stratagem. Tends to get overhyped since it's limited to a single D3 shot but it's still the most reliable prototype. Just don't expect it to turn the tide of battle unless you get a nice shot at a support character. *'''Resonator Warheads''': Gives a {{W40kKeyword|COMMANDER}} or Crisis's missile pod +1 shot fired, +1S, and if any hits are scored against an {{W40kKeyword|INFANTRY}}, {{W40kKeyword|BEASTs}}, or {{W40kKeyword|CAVALRY}} unit, halve its movement until the start of your next shooting phase. This cannot stack with other movement debuffs to reduce it to less than half. Not worth it if you're making a missile heavy commander but as a stand alone weapon it can help keep him safe from fast moving Melee units. Also fucks over vanguard vet focused lists. *'''Sensory Negation Countermeasures''': Crisis and {{W40kKeyword|Commander}} only. Once per battle at the start of the fight phase, select one enemy unit within engagement range of the bearer. Until end of next turn, models in that unit take -1 to hit. Great on a punch commander, but not much else. *'''Starflare Ignition System''': {{W40kKeyword|COLDSTAR COMMANDER}} only. Once per battle, when the bearer starts or ends a move, or uses its High-Altitude Maneuvers ability (before removing it from the battlefield), it can use this system. Roll a D6 for each other unit within 3” of this model. On a 2+, that unit takes D3 mortals. Coldstar punch Commanders should already be using High-Altitude to escape when they eventually bite off more then they can chew, so it's good for that, especially to finish off a wounded character. *'''Stimm Injectors:''' Crisis and {{W40kKeyword|Commander}} only. Provides a once-per-game 4+++ FNP until the end of turn, which could be just enough to likely shrug off a meltagun or other massive warhead, or even survive whole enemy's turn of shooting, which is rather useful for close-ranged commander. *'''Thermoneutronic Projector''': Not only more than doubles a {{W40kKeyword|COMMANDER}} or Crisis's single-flamer output by making one of them AP-2 ''D2'', it also gives you an actual '''Tau Melee Weapon''', as the bearer can make D6+2 ''additional'' attacks with its profile of Melee S4 AP-2 D2. It begs to be combined with the Onager Fist and Precision of the Hunter. Just remember that as opposed to your standard flamer, this weapon doesn't auto-hit. However considering the increased hit output, this isn't much of an issue, especially since it will likely be placed on a commander. *'''Wide-Spectrum Scanners''': Model with an early warning override only (so Enforcer and Coldstar Commanders can't take it). At the end of your opponent’s reinforcements step, if the bearer is not engaged, it can shoot at a single enemy unit that arrived from reinforcements this turn and is within 12” as if it were your shooting phase. Pretty much used to scare off deep strike meltas or point blank stormbolter terms.
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