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==Wargear== ===Melee Weapons=== *'''Crushing Feet:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Crushing Feet''' || Melee || Melee || User || -2 || 1 || Make three hits for each attack made with this weapon. |} *'''Dawn Blade:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Dawn Blade''' || Melee || Melee || +3 || -4 || D3 || - |} *'''Dusk Blade:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Dusk Blade''' || Melee || Melee || +1 || -3 || D3 || - |} *'''Equalizers:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Equalizers''' || Melee || Melee || User || -1 || 1 || A model armed with equalisers increases its Attacks characteristic by 1. |} *'''Miniaturised Flechette Pod:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Miniaturised Flechette Pod''' || Melee || Melee || 4 || 0 || 1 || Make two hit rolls for each attack made by this weapon instead of one. |} *'''Fusion Cutter:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Fusion Cutter''' || Melee || Melee || 8 || -4 || D6 || - |} *'''Honour Blade:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Honour Blade''' || Melee || Melee || +2 || 0 || 1 || - |} ===Ranged Weapons=== *'''Burst Weaponry:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Burst Rifle''' || 12" || Assault 3 || 5 || 0 || 1 || - |- |'''Burst Cannon''' || 18" || Assault 4 || 5 || 0 || 1 || - |- |'''Long-barreled Burst Cannon''' || 36" || Heavy 4 || 5 || 0 || 1 || - |- |'''Double-barrelled Burst Cannon''' || 18" || Assault 8 || 5 || 0 || 1 || - |- |'''High-output Burst Cannon''' || 18" || Assault 8 || 5 || 0 || 1 || - |- |'''Heavy Burst Cannon''' || 18" || Heavy 12 || 6 || -1 || 2 || - |- |'''Swiftstrike Burst Cannon''' || 36" || Heavy 16 || 6 || -1 || 1 || - |- |'''KX238 Burst Eradicator''' || 72" || Heavy 40 || 6 || -3 || 2 || - |} *'''Defensive Charge:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Defensive Charge''' || 8" || Assault 1 || 5 || 0 || 1 || - |} *'''EMP Blaster:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''EMP Blaster (Close Range)''' || 6" || Assault 2 || - || - || - || Don't roll to wound for this weapon. Instead, roll a die for each attack that hits a {{W40Kkeyword|VEHICLE}}. On a 3+, the target suffers D3 mortal wounds. D6 on a 5+. |- |'''EMP Blaster (Medium Range)''' || 12" || Assault 2 || - || - || - || Don't roll to wound for this weapon. Instead, roll a die for each attack that hits a {{W40Kkeyword|VEHICLE}}. On a 4+, the target suffers D3 mortal wounds. D6 on a 6+. |- |'''EMP Blaster (Long Range)''' || 18" || Assault 2 || - || - || - || Don't roll to wound for this weapon. Instead, roll a die for each attack that hits a {{W40Kkeyword|VEHICLE}}. On a 5+, the target suffers D3 mortal wounds. D3+1 on a 6+. |} *'''Flame Weaponry:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Flamer''' || 8" || Assault D6 || 4 || 0 || 1 || This weapon automatically hits its target. |- |'''Flame Projector''' || 12" || Assault D6 || 5 || 0 || 1 || This weapon automatically hits its target. |- |'''Phased Plasma-flamer (Standard)''' || 8" || Heavy 2D6 || 6 || -2 || 3 || This weapon automatically hits its target. |- |'''Phased Plasma-flamer (Nova Reactor)''' || 8" || Heavy 3D6 || 6 || -2 || 3 || This weapon automatically hits its target. |} *'''Flechette Pods:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Miniaturised Flechette Pod''' || 6" || Assault D6 || 4 || 0 || 1 || - |- |'''Flechette Pod''' || 6" || Pistol D6 || 4 || 0 || 1 || - |} *'''Fragmentation Projectors:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Airbursting Fragmentation Projector''' || 18" || Assault D6 || 4 || 0 || 1 || This weapon can target units that are not visible to the bearer. |- |'''Microburst Fragmentation Launcher''' || 12" || Assault D3 || 5 || -2 || 1 || This weapon can target units that are not visible to the bearer. |- |'''Airbursting Fragmentation Bombardier''' || 60" || Assault 4D6 || 5 || 0 || 1 || This weapon can target units that are not visible to the bearer. |} *'''Fusion Weaponry:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Fusion Rifle''' || 12" || Assault 1 || 8 || -4 || D6 || If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. |- |'''Fusion Cutter''' || 12" || Assault 1 || 8 || -4 || D6 || If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. |- |'''Fusion Cascade''' || 12" || Assault D3 || 8 || -4 || D6 || If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. |- |'''Fusion Blaster''' || 18" || Assault 1 || 8 || -4 || D6 || If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. |- |'''High-energy Fusion Blaster (Dispersed)''' || 18" || Assault D3 || 7 || -4 || D3 || If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. |- |'''High-energy Fusion Blaster (Concentrated)''' || 24" || Assault 1 || 8 || -4 || D6 || If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. |- |'''Fusion Collider''' || 18" || Heavy D3 || 8 || -4 || D6 || If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. |- |'''Fusion Cannon''' || 24" || Heavy 1 || 8 || -4 || D6 || If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. |- |'''Fusion Eradicator''' || 24" || Heavy 5 || 8 || -4 || D6 || If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. |- |'''KX238 Fusion Annihilator''' || 60" || Heavy 10 || 12 || -4 || 2D6 || If the target is within half range of this weapon, roll four dice when inflicting damage with it and discard the two lowest results. |} *'''Ion Weaponry:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Phased Ion Gun''' || 18" || Assault 2D3 || 4 || -1 || 1 || Any hit toll of 6 made for this weapon is resolved at AP -4 instead of AP -1. |- |'''Ion Rifle (Standard)''' || 30" || Rapid Fire 1 || 7 || -1 || 1 || - |- |'''Ion Rifle (Overcharged)''' || 30" || Heavy D3 || 8 || -1 || 2 || If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon's shots have been resolved. |- |'''Ion Stinger (Standard)''' || 12" || Assault 2 || 7 || -1 || 1 || - |- |'''Ion Stinger (Overcharged)''' || 12" || Assault 2 || 8 || -1 || 2 || If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon's shots have been resolved. |- |'''Cyclic Ion Blaster (Standard)''' || 18" || Assault 3 || 7 || -1 || 1 || - |- |'''Cyclic Ion Blaster (Overcharged)''' || 18" || Assault 3 || 8 || -1 || D3 || If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon's shots have been resolved. |- |'''Quad Ion Turret (Standard)''' || 30" || Assault 4 || 7 || -1 || 1 || Add 1 to hit rolls for this weapon against targets that can't {{W40Kkeyword|FLY}}. |- |'''Quad Ion Turret (Overcharged)''' || 30" || Assault 4 || 8 || -1 || D3 || Add 1 to hit rolls for this weapon against targets that can't {{W40Kkeyword|FLY}}. If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon's shots have been resolved. |- |'''Cyclic Ion Raker (Standard)''' || 24" || Heavy 6 || 7 || -1 || 1 || - |- |'''Cyclic Ion Raker (Overcharged)''' || 24" || Heavy 6 || 8 || -1 || D3 || If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon's shots have been resolved. |- |'''Ion Cannon (Standard)''' || 60" || Heavy 3 || 7 || -2 || 2 || - |- |'''Ion Cannon (Overcharged)''' || 60" || Heavy D6 || 8 || -2 || 3 || If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon's shots have been resolved. |- |'''Long-barrelled Ion Cannon (Standard)''' || 96" || Heavy 3 || 7 || -2 || 2 || - |- |'''Long-barrelled Ion Cannon (Overcharged)''' || 96" || Heavy D3 || 8 || -2 || 3 || Change the weapon's Type to Heavy 2D3 against units containing 10 or more models. If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon's shots have been resolved. |- |'''Tri-axis Ion Cannon (Standard)''' || 60" || Heavy 9 || 7 || -2 || 2 || - |- |'''Tri-axis Ion Cannon (Coherent Beam)''' || 60" || Heavy 3D6 || 8 || -2 || 3 || If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon's have been resolved. |- |'''Ion Accellerator (Standard)''' || 72" || Heavy D6 || 8 || -3 || D3 || - |- |'''Ion Accellerator (Overcharged)''' || 72" || Heavy D6 || 9 || -3 || 3 || If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon's shots have been resolved. |- |'''Ionic Discharge Cannon (Standard)''' || 12" || Heavy 3 || 8 || -3 || 1 || When targeting this enemy {{W40Kkeyword|VEHICLE}}, the target suffers a mortal wound in addition to all other damage for each wound roll of 6+ made for this weapon. |- |'''Ionic Discharge Cannon (Nova Reactor)''' || 12" || Heavy 3D3 || 10 || -3 || 3 || When targeting this enemy {{W40Kkeyword|VEHICLE}}, the target suffers D3 mortal wounds in addition to all other damage for each wound roll of 6+ made for this weapon. |- |'''KX238 Ion Projector (Standard)''' || 72" || Macro 6 || 12 || -4 || 6 || After resolving all damage on the target unit, roll a D6 for every other unit within 6" of the target unit; on a 4+ that unit also suffers D3 hits using the weapon's profile. |- |'''KX238 Ion Projector (Overcharged)''' || 72" || Macro 6 || 14 || -4 || 9 || After resolving all damage on the target unit, roll a D6 for every other unit within 6" of the target unit; on a 4+ that unit also suffers D3 hits using the weapon's profile. If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon's shots have been resolved. |} *'''Markerlights:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Markerlight''' || 36" || Heavy 1 || - || - || - || See ''Markerlights''. |- |'''High-Intensity Markerlight''' || 36" || Heavy 1 || - || - || - || See ''Markerlights''. A hit from a High-Intensity Markerlight causes no damage, but allows 2 markerlight counters to be placed on the target unit. |- |'''Long-range Markerlight''' || 72" || Heavy 1 || - || - || - || See ''Markerlights''. A hit from a Long-range Markerlight causes no damage, but allows 2 markerlight counters to be placed on the target unit. |} *'''Missile Weaponry:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Smart Missile System''' || 30" || Heavy 4 || 5 || 0 || 1 || This weapon can be fired at units that are not visible to the bearer. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover. |- |'''Cluster Rocket System''' || 48" || Heavy 4D6 || 5 || 0 || 1 || - |- |'''Skyspear Missile Rack''' || 72" || Heavy D6 || 6 || -2 || 2 || |- |'''Missile Pod''' || 36" || Assault 2 || 7 || -1 || D3 || - |- |'''High-yeld Missile Pod''' || 36" || Heavy 4 || 7 || -1 || D3 || - |- |'''Seeker Missile''' || 72" || Heavy 1 || 8 || -2 || D6 || Each Seeker Missile can only be used once per battle. |- |'''Destroyer Missile''' || 60" || Macro 1 || 10 || 5 || D6 || Each Destroyer Missile can only be used once per battle. Treat damage rolls of 1, 2 or 3 made by this weapon as 4 instead. |- |'''Nexus Meteor Missile System''' || 24"-120" || Macro 2D6 || 10 || -4 || 4 || This weapon may not target enemy units within 24" of the bearer. |} *'''Neutron Blaster:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Neutron Blaster''' || 18" || Assault 2 || 5 || -2 || 1 || - |} *'''Photon Grenades:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Photon Grenade''' || 12" || Grenade D6 || - || - || - || This weapon does not inflict any damage. Your opponent must subtract 1 from any hit rolls made for non-{{W40Kkeyword|Vehicle}}/{{W40Kkeyword|Titanic}} units that have suffered any hits from this weapon until the beginning of your next turn. In addition, a unit hit by this weapon can't be selected to fire overwatch in the following Assault phase. |- |'''Photon Grenades Launcher''' || 18" || Grenade 2D3 || - || - || - || This weapon does not inflict any damage. Your opponent must subtract 1 from any hit rolls made for non-{{W40Kkeyword|Vehicle}}/{{W40Kkeyword|Titanic}} units that have suffered any hits from this weapon until the beginning of your next turn. In addition, a unit hit by this weapon can't be selected to fire overwatch in the following Assault phase. |} *'''Plasma Weaponry:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Plasma Rifle''' || 24" || Rapid Fire 1 || 6 || -3 || 1 || - |- |'''Double-barrelled Plasma Rifle''' || 24" || Rapid Fire 2 || 6 || -3 || 1 || - |- |'''High-intensity Plasma Rifle''' || 30" || Rapid Fire 1 || 6 || -4 || 2 || - |- |'''T'au Plasma Cannon''' || 48" || Heavy 4 || 7 || -3 || 2 || - |} *'''Pulse Weaponry:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Pulse Pistol''' || 12" || Pistol 1 || 5 || 0 || 1 || - |- |'''Pulse Blaster (Long Range)''' || 15" || Assault 2 || 4 || 0 || 1 || - |- |'''Pulse Blaster (Medium Range)''' || 10" || Assault 2 || 5 || -1 || 1 || - |- |'''Pulse Blaster (Close Range)''' || 5" || Assault 2 || 6 || -2 || 1 || - |- |'''Pulse Carbine''' || 18" || Assault 2 || 5 || 0 || 1 || - |- |'''Pulse Rifle''' || 30" || Rapid Fire 1 || 5 || 0 || 1 || - |- |'''Longshot Pulse Rifle''' || 48" || Rapid Fire 1 || 5 || 0 || 1 || This weapon may target a {{W40Kkeyword|CHARACTER}} even if they are not the closest enemy unit. If you make a wound roll of 6+ for this weapon, it inflicts a mortal wound on the target in addition to its normal damage. |- |'''Pulse Submonitions Rifle''' || 30" || Assault 2D3 || 6 || 0 || 1 || - |- |'''Experimental Pulse Submonitions Rifle (EMP)''' || 24" || Rapid Fire 2 || 6 || -1 || 1 || If the target is a {{W40Kkeyword|VEHICLE}}, roll a D6 for each attack that hits. On a 3+, the target unit suffers 1 mortal wound in addition to any other damage. |- |'''Experimental Pulse Submonitions Rifle (Sniper)''' || 24" || Rapid Fire 1 || 5 || -2 || D3 || This weapon may target a {{W40Kkeyword|CHARACTER}} even if they are not the closest enemy unit. If you make a wound roll of 6+ for this weapon, it inflicts a mortal wound on the target in addition to its normal damage. |- |'''Experimental Pulse Submonitions Rifle (Hyper Density Shots)''' || 36" || Assault 2 || 9 || -2 || 2 || - |- |'''Pulse Submonitions Cannon''' || 60" || Heavy 3D3 || 6 || -2 || 3 || - |- |'''Pulse Blastcannon (Close Range)''' || 10" || Heavy 2 || 14 || -4 || 6 || - |- |'''Pulse Blastcannon (Medium Range)''' || 20" || Heavy 4 || 12 || -2 || 4 || - |- |'''Pulse Blastcannon (Long Range)''' || 30" || Heavy 6 || 10 || 0 || 2 || - |- |'''Pulse Driver Cannon''' || 72" || Heavy D6 || 10 || -3 || D6 || - |- |'''Pulse Ordenance Multi-driver (Pattern Bombardment)''' || 72" || Macro 2D6 || 8 || -3 || 3 || - |- |'''Pulse Ordenance Multi-driver (Concentrated Bombardment)''' || 72" || Macro 6 || 12 || -4 || 4 || - |} *'''Rail Weaponry:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Rail Rifle''' || 30" || Rapid Fire 1 || 6 || -4 || D3 || For each wound roll of 6+ made for this weapon, the target unit suffers a mortal wound in addition to the normal damage. |- |'''Swiftstrike Railgun''' || 36" || Heavy 2 || 8 || -4 || 2D3 || Each wound roll of 6+ made for this weapon inflicts a single mortal wound in addition to all other damage. |- |'''Heavy Rail Rifle''' || 60" || Heavy 2 || 8 || -4 || 2D3 || For each wound roll of 6+, the target unit suffers a mortal wound in addition to the normal damage. |- |'''High-acceleration Rail Rifle''' || 72" || Heavy 1 || 9 || -5 || 2D3 || Treat damage rolls of 1 or 2 made by this weapon as 3 instead. For each wound roll of 6+, the target unit suffers a mortal wound in addition to the normal damage. |- |'''Railgun (Submunitions)''' || 72" || Heavy D6 || 6 || -1 || 1 || - |- |'''Railgun (Soild Shot)''' || 72" || Heavy 1 || 10 || -4 || D3+3 || Each time you make a wound roll of 6+ for this weapon, the target unit suffers D3 mortal wounds in addition to the normal damage. |- |'''Supremacy Railgun (Submunitions)''' || 72" || Heavy 2D6 || 6 || -1 || 1 || - |- |'''Supremacy Railgun (Soild Shot)''' || 72" || Heavy 2 || 10 || -4 || 3D3 || Each time you make a wound roll of 6+ for this weapon, the target unit suffers D3 mortal wounds in addition to the normal damage. |- |'''Heavy Rail Cannon''' || 120" || Macro 1 || 18 || -5 || 6D3 || Each wound roll of 6+ made for this weapon inflicts an additional D6 mortal wounds in addition to any other damage. |} ===Signature Systems=== ====Universal==== *'''Eliminator Rail Rifle:''' ''The Eliminator Rail Rifle is an advanced version of the weapon used by the T'au Pathfinders. Its AI-assisted aiming systems make it a deadly sniper weapon that is able to pick the enemy's commanders amid the heat of battle while preserving manoeuvrability.'' ::{{W40Kkeyword|Cadre Fireblade}} only. The Eliminator Rail Rifle replaces the model’s Pulse Rifle and has the following profile: ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Eliminator Rail Rifle''' || 30" || Rapid Fire 1 || 6 || -4 || D3 || For each wound roll of 6+ made for this weapon, the target unit suffers a mortal wound in addition to the normal damage. This weapon can target {{W40Kkeyword|Characters}} even if they are not the closest enemy unit. |} *'''Multi-sensory Discouragement Array:''' ''The Multi-Sensory Discouragement Array was first designed as a non-lethal response to quell rioting civilians. The device resembles a pulsing sensor beacon, and emits both sub-sonic frequencies and scatter-bursts of ultraviolet colour, stunning and nauseating targets and rendering them compliant.'' ::Enemy units within 12" of the bearer subtract 2 from their Leadership characteristic. *'''Onager Gauntlet:''' ''Onager gauntlets were developed during the Damocles Crusade to counter the massed heavy armour spearheads of the Imperium. Armed with such a weapon, a warrior could punch straight through the thick armour of a tank. Though the technology proved successful, the casualty rate amongst bearers was extremely high, and of the original twelve prototypes, only one remains.'' ::{{W40Kkeyword|Battlesuit}} {{W40Kkeyword|Commander}} only. ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Onager Gauntlet''' || Melee || Melee || 10 || -4 || D6 || Each time the bearer fights, it can make one (and only one) attack with this weapon. |} *'''Puretide Engram Neurochip:''' ''Commander Puretide was undoubtedly the most gifted T’au war leader of all time. The T’au were unwilling to lose his tactical and strategic brilliance, and upon his death, his mind was scanned and his accumulated memories committed to a massive hologram on his birth world of Dal’yth. A sliver of that genius has been crafted into a bio-chip. When surgically implanted into the brain of a Fire caste commander, the bearer can access much of the wisdom of Puretide himself, drawing upon a great reservoir of tactical acumen.'' ::Once per turn, you can re-roll a single hit roll, wound roll or damage roll made for the bearer, or a friendly {{W40Kkeyword|<Sept>}} unit within 6" of the bearer. In addition, if your army is Battle-forged and the bearer is on the battlefield, roll a D6 each time you or your opponent use a Stratagem; on a 6 you gain a Command Point. *'''Seismic Destabiliser:''' ''Designed to undermine fortified positions and drive enemy soldiers from cover, the Seismic Destabiliser emits an ultra-low resonating frequency that causes localised earth tremors. The targeted structure is riven by a spider’s web of fractures, and any garrisoned troops must evacuate or risk being buried under tonnes of rubble.'' ::At the start of each Shooting phase, you may either pick an enemy {{W40Kkeyword|Infantry}} unit claiming the benefit of cover, or a {{W40Kkeyword|Building}}, within 12" of the bearer. If you picked a {{W40Kkeyword|Building}}, it suffers D6 mortal wounds. If you picked an {{W40Kkeyword|Infantry}} unit, roll a dice for each model in the unit. For each roll of 5+, that unit suffers a mortal wound. *'''Solid-Image Projection Unit:''' ''The tragic demise of Supreme Ethereal Aun’Va led the Ethereal High Council to assign several science divisions to the development of portable defensive technologies. A recent innovation is the solid-image projection unit. This miniaturised holowave-emitter drone projects beams of so-called ‘heavy light’, forming an utterly convincing illusory image that is solid to the touch, while simultaneously masking the true target with an advanced refraction field.'' ::Ethereal with Hover Drone only. Once per phase, when an enemy unit declares the bearer as the target of a charge, you may move the bearer up to 8" before the charge roll is made. *'''Supernova Launcher:''' ''The Supernova Launcher was developed during the bloody fighting against Hive Fleet Gorgon. Unable to get close enough to effectively deploy anti-armour ordnance against the Tyranids’ deadliest bioorganisms, Earth caste scientists adapted several fragmentation launchers to hurl experimental plasma grenades. Launched high into the air, these projectiles drop amongst the enemy and explode in a coruscating fireball that evaporates metal and flesh alike.'' ::Model with Airbursting Fragmentation Projector only. The Supernova Launcher replaces one of the model’s Airbursting Fragmentation Projector and has the following profile: ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Supernova Launcher''' || 18" || Assault D6 || 6 || -2 || 2 || This weapon can target units that are not visible to the bearer. |} ====Sept-Specific==== *{{W40Kkeyword|Bork'an Sept}} '''- Plasma Accelerator Rifle:''' ''The Plasma Accelerator Rifle is one of the deadliest inventions from Bork’an’s renowned science divisions, blending pulse-induction technology with a high-yield plasma generator. The result is a long-range armour-piercing weapon that is highly effective against both infantry and light vehicles.'' ::{{W40Kkeyword|Bork'an Sept}} model with Plasma Rifle only. The Plasma Accelerator Rifle replaces one of the model’s Plasma Rifles and has the following profile: ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Plasma Accelerator Rifle''' || 30" || Rapid Fire 1 || 7 || -3 || 2 || - |} *{{W40Kkeyword|Dal'yth Sept}} '''- Dynamic Mirror Field:''' ''Commanders hailing from Dal’yth prefer stealth and subterfuge to overt aggression, and their demands for improved camouflage technology have led to the development of the Dynamic Mirror Field. This advanced prototype is based upon the refraction technology utilised to such tremendous effect by Ghostkeel battlesuits, adapted for alternative armour chassis. Armour nodes project multiple light-distortion fields, creating false images of the bearer to draw enemy fire.'' ::{{W40Kkeyword|Dal'yth Sept}} model only. Your opponent must subtract 1 from hit rolls that target the bearer. *{{W40Kkeyword|Farsight Enclaves}} '''- Fusion Blades:''' ''This deadly innovation was first created by the third Commander Brightsword, and refined over the following decades by the Earth caste division of the Farsight Enclaves. Fusion blades resemble modified versions of the familiar T’au fusion blaster. However, when the firing impulse is activated, each weapon unleashes a continuous beam of volatile energy that extends from the muzzle of the weapon like a shining sword of pure light. Fusion blades are intensely powerful but drain a battlesuit’s energy reserves at a prodigious pace, and so must be utilised sparingly.'' ::{{W40Kkeyword|Farsight Enclaves}} model with at least two fusion blasters only. The Fusion Blades replace two of the model’s fusion blasters and have the following profile: ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Fusion Blades (Ranged)''' || 18" || Assault 2 || 8 || -4 || D6 || If the target is within half the weapon’s range, roll two dice when inflicting damage and discard the lowest result. |- |'''Fusion Blades (Melee)''' || Melee || Melee || 8 || -4 || D6 || Each time the bearer fights, it can make two (and only two) attacks with this weapon. Roll two dice when inflicting damage and discard the lowest result. |} *{{W40Kkeyword|Farsight Enclaves}} '''- Seismic Fibrillator Node:''' ''On his adopted home planet of Vior’los, O’Shovah bested the Ork Warlord Grog by turning the elements against him. Instrumental in these victories was the Seismic Fibrillator Node, an invention of Earth caste scientist O’Vesa. This disc-like device emits resonant frequencies of such power that they cause localised earth tremors of great magnitude.'' ::{{W40Kkeyword|Farsight Enclaves}} model only. Once per battle, at the start of your opponent’s turn, you can choose to activate this Relic. If you do, pick an enemy unit within 48" of the bearer, other than a {{W40Kkeyword|Character}}, and roll a D6. On a 2+ that unit suffers that many mortal wounds. Then roll a D6 for each enemy unit within 6" of that unit; on a 4+ the unit being rolled for suffers D3 mortal wounds. *{{W40Kkeyword|Farsight Enclaves}} '''- Talisman of Arthas Moloch:''' ''The artefact world of Arthas Moloch was little more than a devastated wasteland when the Farsight Expedition arrived. Yet the T’au recovered a number of strange relics there, amongst them a hexagrammatic talisman. Farsight has seen first hand that this arcane object protects its wearer and those around them from baleful energies, though neither he nor his advisors have the faintest idea of how it does so.'' ::{{W40Kkeyword|Farsight Enclaves}} model only. A model with this Relic has a 5+ invulnerable save. A model with this Relic can attempt to block one psychic power in your opponent’s Psychic phase in the same manner as a {{W40Kkeyword|Psyker}}. *{{W40Kkeyword|Farsight Enclaves}} '''- The Mirrorcodex:''' ''After the Damocles Crusade, Farsight applied his genius to unravelling the Imperium’s war doctrine, codifying the main tenets of both the Tactica Imperialis and the Codex Astartes. Farsight attempts the same with every alien species he encounters, incorporating what he learns into his Da’thle’vral, or ‘Mirrorcodex’.'' ::{{W40Kkeyword|Farsight Enclaves}} model only. When resolving an attack made by a model with this Relic against a unit that is within 18", you can re-roll failed hit rolls. *{{W40Kkeyword|Sa'cea Sept}} '''- Grav-Inhibitor Field:''' ''It was Commander O’Jir of Sa’cea who first utilised the Grav-Inhibitor Field during the defence of Laguna Shard against Ork raiders. The gravitic-field generator mounted upon the Commander’s battlesuit unleashed waves of battering kinetic force, disrupting each and every attempt by the be’gel to overwhelm his position.'' ::{{W40Kkeyword|Sa'cea Sept}} model only. Enemy units charging this unit or another {{W40Kkeyword|Sa'cea Sept}} unit within 3" of this model reduce their charge distance by 3". *{{W40Kkeyword|T'au Sept}} '''- Vectored Maneuvering Thrusters:''' ''This enhanced movement system can be adapted for both battlesuits and vehicles. It consists of multiple high-output thruster nozzles, each hardwired into the pilot’s neural interface, allowing them to react with startling speed to any changes in the strategic situation.'' ::{{W40Kkeyword|T'au Sept}} {{W40Kkeyword|Jet Pack}} only. This model may immediately move up to 6" after attacking in the Shooting phase. This move cannot bring this model within 1" of any enemy models. *{{W40Kkeyword|Vior’la Sept}} '''- Thermoneutronic Projector:''' ''Vior’la weapons developers have focused their efforts heavily on flamer technology, responding to their Commanders’ desire for maximum-impact close-range ordnance. The Thermoneutronic Projector uses volatile gases siphoned from the corona of a neutron star to expel a flame capable of searing through the armour plating of a battle tank.'' ::{{W40Kkeyword|Vior’la Sept}} model with flamer only. The Thermoneutronic Projector replaces one of the model’s flamers and has the following profile: ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Thermoneutronic Projector''' || 10" || Assault 2D3 || 6 || -1 || 2 || This weapon automatically hits its target. |} ===Prototype Weapon Systems=== If a T’au Empire {{W40Kkeyword|Character}} is your Warlord, rather than giving one of your T’au Empire {{W40Kkeyword|Character}} models a Signature System from Codex: T’au Empire: /tg/'s 8th Edition, you can instead select a Prototype Weapons System for one T’au Empire unit from your army. To do so, before the battle begins select one T’au Empire unit from your army, and select a Prototype Weapons System from the list below. That Prototype Weapons System applies to the selected unit until the end of the battle. Named characters cannot be given any of the following Prototype Weapons Systems. *'''Accellerated-photon Grenades:''' ''Faced with the devastating charges of the Orks and Tyranids, the Earth caste developed photon grenades that detonate with far greater kinetic energy.'' ::Unit with Photon Grenades or Photon Grenades Launcher only. Add the following to that unit's weapons’ special rule: 'In addition, units hit by this weapon cannot Advance and any charge rolls made for those units are halved.' *'''Advanced EM Scrambler:''' ''The alien race of the Nin’aenh possessed the uncanny ability to scramble electrical systems with a single touch. Defeated after a brutal war, the Earth caste have worked tirelessly to integrate their abilities with technology.'' ::{{W40Kkeyword|XV95 GHOSTKEEL BATTLESUIT}} model only. Enemy units that are set up on the battlefield as reinforcements cannot be set up within 12" of this model. *'''Amplified Ion Accellerator:''' ''Developed in secrecy over decades, this enormously powerful new weapons system has already proven its worth against the Necrons of the Sautekh Dynasty.'' ::{{W40Kkeyword|XV104 RIPTIDE BATTLESUIT}} model with Ion Accellerator only. This Weapon System replaces an ion accelerator and has the following profile: ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Amplified Ion Accellerator (Standard)''' || 72" || Heavy 6 || 8 || -4 || 3 || - |- |'''Amplified Ion Accellerator (Overcharged)''' || 72" || Heavy 6 || 9 || -4 || 3+D3 || For each hit roll of 1 made for attacks with this weapon’s overcharge profile, the bearer suffers 1 mortal wound after shooting with this weapon. |} *'''Annihilator Warheads:''' ''Destroyer missiles are rightly named and rightly feared. When fitted with annihilation warheads few foes can stand against their devastating power.'' ::Unit with Destroyer Missiles only. When resolving an attack made with a Destroyer Missile by this model, it always has a damage characteristic of 6. *'''Cross-linked Stabilizer Jets:''' ''Hooked indirectly to weapon control sub-systems, these sophisticated stabiliser jets enable a battlesuit’s weapons to work gyroscopically.'' ::{{W40kKeyword|Jet Pack}} unit only. When resolving an attack made with a ranged weapon by a model in this unit, re-roll hit rolls of 1 and re-roll wound rolls of 1. *'''Fusion Obliterator:''' ''Developed in response to the Imperium’s immense armoured regiments, the fusion obliterator’s advanced power cells give it a superior range, power and rate of fire.'' ::{{W40Kkeyword|XV95 GHOSTKEEL BATTLESUIT}} model with Fusion Collider only. This Weapon System replaces a Fusion Collider and has the following profile: ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Fusion Obliterator''' || 24" || Heavy 3 || 9 || -4 || D6 || When resolving an attack made with this weapon against a unit that is within half range, roll one additional D6 when inflicting damage with it and discard one of the dice. |} *'''Gatling Burst Cannon:''' ''This burst cannon is augmented with additional power accelerators and recoil absorption modules, enabling it to unleash more firepower with every deadly salvo.'' ::Unit with weapons from the ''Burst Weaponry'' list only. Add the following to that unit's weapons’ special rule: 'When resolving an attack made with this weapon, an unmodified hit roll of 6 scores 1 additional hit.' *'''High-capacitance Railgun:''' ''This hyper-advanced railgun’s super-conductive electrodes allow for remarkable recharge rates, doubling the weapon’s rate of fire.'' ::{{W40Kkeyword|TX7 HAMMERHEAD GUNSHIP}} model with Railgun only. This Weapon System replaces a Railgun and has the following profile: ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''High-capacitance Railgun (Submunitions)''' || 60" || Heavy 4D3 || 6 || -1 || 1 || - |- |'''High-capacitance Railgun (Solid Shot)''' || 60" || Heavy 2 || 10 || -5 || D6 || Each time you make a wound roll of 6+ for this weapon, the target unit suffers D3 mortal wounds in addition to the normal damage. |} *'''High-powered Incinerator:''' ''Fitted with mechanisms to increase pressure and alter nozzle width, these weapons can unleash torrents of deadly flame that are exceptionally powerful at close range.'' ::Unit with weapons from the ''Flame Weaponry'' list only. Add the following to that unit's weapons’ special rule: 'When resolving an attack made with this weapon against a unit that is within half range, add 1 to the wound roll for that attack.' *'''Magna Rail Rifle:''' ''Rare magnetic materials discovered by the T’au of the Fourth Sphere Expansion were used to develop this muchimproved version of the rail rifle.'' ::Unit with Heavy Rail Rifle only. This Weapon System replaces each Heavy Rail Rifle models in this unit are equipped with and has the following profile: ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Magna Rail Rifle''' || 60" || Heavy 2 || 9 || -4 || D6 || When resolving an attack made with this weapon, a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any other damage. When resolving an attack made with this weapon, a damage roll of 1 or 2 counts as 3 instead. |} *'''Networked Markerlights:''' ''These markerlights are integrated with sophisticated tracking AI, allowing for rapid targeting.'' ::Unit with weapons from the ''Markerlight Weaponry'' list only. Change the Type of that unit's weapons to Assault 1 *'''Reactive Countermeasures:''' ''The battlesuit pilot unleashes a storm of fragmentation to impede incoming enemy fire.'' ::Unit with Airbursting Fragmentation Projector or Microburst Fragmentation Projector only. Ranged weapons with an Armour Penetration characteristic of -1 or -2 are treated as having an Armour Penetration characteristic of 0 when resolving attacks against a model with this Weapon System. ===Support Systems=== *'''Advanced Targeting System:''' A model equipped with an Advanced Targeting System increases the AP characteristic of all of its weapons by 1 (e.g. an AP of 0 becomes -1, an AP of -1 becomes -2). *'''Counterfire Defence System:''' A model equipped with a counterfire defence system re-rolls failed hit rolls when firing Overwatch. *'''Drone Controller:''' {{W40kKeyword|<SEPT>}} {{W40kKeyword|DRONE}} units within 6" of any friendly models equipped with a drone controller may use its Ballistic Skill characteristic rather than their own when shooting in the Shooting phase. *'''Early Warning Override:''' If any enemy units are set up within 12" of a model from your army equipped with an early warning override as the result of an ability that allows them to arrive mid-battle (i.e. teleporting to the battlefield), then at the end of that phase the model may immediately shoot at one of those units as if it was your Shooting phase, but you must subtract 1 from hit rolls when resolving these shots. *'''Homing Beacon:''' If there are any friendly models equipped with a Homing Beacon on the battlefield at the end of your Movement phase, one of your {{W40kKeyword|<SEPT>}} units that have been set up in a Manta hold can perform a low-altitude drop instead of a Manta strike. Set up the unit wholly within 6" of that model. *'''Multi-tracker:''' Re-roll hit rolls of 1 in the Shooting phase for a model equipped with a multi-tracker if it fires all of its weapons at the same target or if the target unit contains 5 or more models. *'''Shield Generator:''' A model with a shield generator has a 4+ invulnerable save. You cannot take this support system on an {{W40kKeyword|XV104 Riptide Battlesuit}}. *'''Stimulant Injectors:''' Roll a dice each time a model with a Stimulant Injector suffers a wound or mortal wound. On a roll of 5+, ignore it. *'''Target Lock:''' A model with a target lock does not suffer the penalty for moving and firing Heavy weapons, or for Advancing and firing Assault weapons. The model can also advance and fire Rapid Fire weapons but must subtract 1 from its hit rolls when doing so. *'''Vectored Retro-thrusters:''' When a model with Vectored Retro-thrusters Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a D6. Also, during the Assault phase, it can consolidate D6" in any direction after having fired Overwatch (before rolls for charge range are made). You cannot take this support system on units that don't have the {{W40kKeyword|Fly}} keyword. *'''Velocity Tracker:''' Add 1 to hit rolls for a model with a velocity tracker when it shoots at a unit that can {{W40kKeyword|Fly}}. You cannot take this support system on an {{W40kKeyword|XV46 Vanguard Void Suit}}. ===Vehicle Battle Systems=== *'''Advanced Targeting System:''' A model equipped with an Advanced Targeting System increases the AP characteristic of all of its weapons by 1 (e.g. an AP of 0 becomes -1, an AP of -1 becomes -2). *'''Automated Repair System:''' At the Beginning of each friendly turn, roll a D6 for each vehicle with an Automated Repair System that has less than its original amount of wounds. On a 4+; the model regains 1 wound lost previously in the battle. *'''Blacksun Filter:''' A model with a Blacksun Filter never suffers any penalties to its hit rolls as a result of special rules such as ''Night Fighting'' or ''Dawn Raid''. *'''Decoy Launchers:''' A model with Decoy Launchers has a 5+ invulnerable save against wounds inflicted by weapons that have bonuses to hit or to wound against targets that can {{W40kKeyword|Fly}}. *'''Disruption Pod:''' Add 2 to saving throws made by a model with a Disruption Pod when they receive the benefits of cover, instead of 1. *'''Flechette Discharger:''' At the beginning of the Fight phase, roll a die for each enemy model within 1" of a model with a Flechette Discharger. On a 6+, that model suffers a mortal wound. *'''Point Defense Targeting Relay:''' A model equipped with a Point Defense Targeting Relay re-rolls failed hit rolls when firing Overwatch. *'''Sensor Spines:''' A model with Sensor Spines does not suffer the penalty for moving and firing Heavy weapons, or for Advancing and firing Assault weapons.
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