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====Farsight Enclaves' Signature Systems==== *'''Earth Caste Pilot Array:''' Let the engineers have some action. Drops WS of the wielder to 1 (but what are you doing in close combat anyway? Oh right, Farsight list) but you get to re-roll ones for shooting (works with Gets Hot) and failed Nova charges, which is utterly confusing, since Riptides can't take this anymore and GW never answers emails (newest batch of FAQs have reinstated the ability for Riptides to take this item)([[skub]]. It's not a FAQ, but a draft). ** The other way to use this, although not nearly as awesome as on a Riptide, is to combine it with multiple Cyclic Ion Blasters. Double the Templates, half the risk, and meaner still if you add a Target Lock or Early Warning Override to flash-burn some Reinforcements, especially Daemons or Dropping Tempestus. *'''Talisman of Arthas Moloch:''' Anti-daemonic Bling-Bling found in the same site as Dawn Blade, this makes stopping those warp-shenanigans much easier. The holder gets a 5++, and for all units within 12" the Deny the Witch roll <s>is passed on a 2+</s> its 4+ not 2+, which is frankly fucking-A as the Tau don't have anything to help them against psykers. *'''Seismic Fibrillator Node:''' One use only and not a drone. Roll at beginning of any player's turn, on 2+ open ground within 36" of the user (NOT his unit) becomes difficult terrain and difficult terrain becomes dangerous terrain for one turn, and continues at next turn in further rolls of 5+. Doesn't say your units aren't affected, so mind your steps too! *'''Warscaper Drone:''' Counts as drone upgrade (retains any other gear and stats), grants Move Through Cover, Outflank and Acute Senses USR to attached unit, and enemy units within 12" of it who are also outside of their deployment zone treat Difficult terrain as Dangerous terrain. Combos well with Seismic Fibrillator. *'''The Mirrorcodex:''' Farsight's torrented Codex Astartes copy, adds 1 to Seize the initiative, which is very convenient for your deepstrikers, Mr. Farsight Bomb. Also, at beginning of each turn, roll a D6 and you have the chance to win PE:SM, PE:SM&IG or PE:Everyone for bearer and any unit within 6". Sadly, it also has 50% chance of winning jack shit. *'''Fusion Blades:''' Upgrade for a Commander with TL Fusion only. Turns your blowtorch gun into a fucking lightsaber, with Armourbane, Blind, [[Melta|S8 and AP1]]. The best part? It's '''NOT UNWIELDY''', unlike similar weapons. Hidden Onager donkey punch? More like TAU MURDERSWORD. However, it can short out ''after'' the combat (meaning you have at least one guaranteed use), so a VRT is recommended and a second weapon almost mandatory (This signature system eats up two slots due to being an upgraded TL Weapon. Adding a second weapon eats up 3/4 of your commander's slots. Not recommended.) Don't be scared, the odds of that happening are the same of blinding the foe. The one who dares, wins, right? **Don't use it to merely "defend" yourself. Your Tau are as [https://youtu.be/1KvZI8BsSxw?t=10 mad as hell, and they aren't going to take shit in melee anymore!] Blow that Land Raider to pieces, jump away and ''slap-chop'' the poor fellers next turn. [https://youtu.be/Dt6iTwVIiMM?t=8 Challenge that Chapter Master], make him rue the day he thought he could let the Tau catch him up in melee. And the best thing is it works: Statistically your WS4 Commander, with 5 attacks on the charge, will land 1 wound on him even after his Iron Halo save, but S8 means that's all it takes to kiss his 4W goodbye. And he can't kill you because his four attacks translate into 0.66 wounds to you (you did bring a Shield generator, right?), and he'll be dead long before he can use his power fist. Not that it matters, because Fusion blades can blind and even with all his trinkets he just does 0.07 wounds more than you; he could be WS10 for all he want, it doesn't get better than 3+ in 7E baby. ***Let's not get to far ahead of ourselves here - This strategy boils down to 'powerfist him at initiative', but what about the rest of the squad? You'll look like an idiot if you throw a Crisis squad at a lot of pissed off Fearless guys with a ton of AP3 attacks and 2+ saves, especially with your I2 and sucktastic AP- hitting only a third of the time. When hunting such a squad, keep doing what you do best: blast them with lots of plasma/fusion fire, and only engage in melee when the enemy is almost dead...''if ever'' (eg: the Application of Force Tactical Objective). This gimmick merely allows you to powerfist a dude at initiative, not to outfight marines in CQC. Or just '''don't pick a fight with such a dangerous squad''' to begin with - regular tacticals or devastators are fine, with luck they die in your enemy's turn so you escaped shooting and are free to engage other things. Now that makes more sense doesn't it? **Because Farsight Enclaves can now take Tau Empire Signature systems with no restrictions (where does it say that?([https://www.games-workshop.com/resources/PDF/Errata/Warhammer_40000/Farsight_Enclaves_EN.pdf Right here])) other than 1 per army, your Fusion Blade Commander can have Iridium Armor while sticking Repulsor Impact Field and Onegar Gauntlet on a buddy. **You could do it like [http://www.warhammer-tau.com/2015/11/whenever-fusion-blades-conversion.html this guy] and model it in such a way everybody is scared of [[DISTRACTION_CARNIFEX|that Tau with the fucking flaming sword]].
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