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==Septs== ====[[Bork'an]]==== <div class="toccolours mw-collapsible mw-collapsed" style="10> {| |rowspan=3|[[File:Bork'an Sept Symbol.webp|150x150px]] | In the grim darkness of the far future, the technology of T'au makes us strong. |- | Thematically, Bork'an is the brains of the Empire. Few of the many great battlesuits in the hunter cadres would be as advanced as they are today without the innovations of this sept. Enlightened and hardworking, they ever aspire to create more technology to better serve both the armies and the citizens of the Greater Good. |- | On the tabletop, they play similar to any gunline, only they get bonuses to the range of all their weapons, and their battlesuits and vehicles get better at dealing with incoming ranged firepower. |} <div class="mw-collapsible-content"> ;Tenet – Superior Craftsmanship: Add 4” to the range characteristic of all ranged weapons. Each time a ranged attack with S7 or less is made against a {{W40Kkeyword|VEHICLE}} or {{W40Kkeyword|BATTLESUIT}} unit, subtract 1 from its strength. :*GW has managed to repeat their fuck-up from 8E of forgetting that weapons don't have range characteristics, weapon ''profiles'' do, so we're back to the old days of trying to guess their intent for multiple-profile weapons, like Breacher Team Pulse Blasters. Last edition, everyone assumed this meant add the modifier to all range characteristics of the weapon, until it was finally FAQed - to apply to every profile on a weapon sharing the greatest range of any profile on the weapon (i.e. a weapon with 2 profiles with the same range, like a Pathfinder grenade launcher, will increase both profiles, but a Pulse Blaster will only increase the long-range profile). There's no longer a relevant FAQ, so we're back to [[skub|discussing with our opponents before the game]]. :*The durability buff is better the lower the model's T - see the custom Sept rules for a more in-depth analysis, as this half is available down there. :*The range buff is, as you'd expect, ideal for fusion spam, as going from 18" to 22" means you get the +2 damage for being within half range at 11", which is enough to deep strike and shoot. ;Warlord Trait - Seeker of Perfection: The warlord’s ranged attacks have -1AP and unmodified 6s to wound deal 1 mortal (maximum 3 mortals per phase). :*Tailor made for Burst-star Commander with prototype burst, high-output burst and couple of flamers (make sure you can reliably get the 18 wound rolls that statistically give you the maximum mortals). :*The mortals cap exists per phase, so putting this on a melee commander with the prototype flamer can help extend this trait's value. Although this then compete's with Precision of the Hunter for the role of melee commander's trait. ;Relic - Overdrive Power Systems: {{W40Kkeyword|COMMANDER}} model only. Select up to two ranged weapons this model is equipped with. Each time a ranged attack is made with these weapons against an enemy within half range, that attack has +1 to wound. ;Stratagem - Experimental Weaponry (2CP, Epic Deed): Use in your shooting phase, when selecting a {{W40Kkeyword|BORK’AN}} unit to shoot. Select one model in that unit and one weapon it is equipped with. Each time that model makes an attack with that weapon this phase, it ignores invulnerable saves. </div> </div> ====[[Dal'yth]]==== <div class="toccolours mw-collapsible mw-collapsed" style="10> {| |rowspan=3|[[File:Dal'yth Sept Symbol.png|150x150px]] | In the grim darkness of the far future, there is no victory without unity. |- |Thematically, Dal'yth is the idealized version of the T'au'va's creed. A world once infested with predators, through hardship, has been transformed into a world of plenty, where aliens of all kinds interact and trade, creating a boon of prosperity. Even in the light of the devastating Damocles Gulf Crusade they gave only inches, and have turned their hardship into reason to push harder and higher. |- |On the tabletop, they play as a slightly beefier gunline, resisting light arms fire better with their armor saves and wiping out enemy opposition with their sudden surges, that while exposing them, also allow them to shock, surprise, and ambush their opponents. <br> |} <div class="mw-collapsible-content"> ;Tenet - Trading Partners: Each time a ranged attack is made against an {{W40Kkeyword|INFANTRY}} unit with this tenet, if the attacker is not engaged with it, that unit gains the benefits of light cover. {{W40Kkeyword|T'AU AUXILIARY}} units in the same detachment as {{W40Kkeyword|DAL'YTH}} units gain the benefits of your Tactical Philosophy. ;Warlord Trait - Unifying Influence: The warlord gains the following two auras: models in friendly non-{{W40Kkeyword|character}} {{W40Kkeyword|DAL'YTH}} and {{W40Kkeyword|T'AU AUXILIARY}} units within 6" gain +1 Ld, and friendly {{W40Kkeyword|T'AU AUXILIARY}} units within 6" are treated as not being {{W40Kkeyword|T'AU AUXILIARY}} units for the purposes of markerlights. ::Now, Kroot aren't really the most reliant on their guns with exception of the Krootox, but you know who'd make better use of them? Vespids. ;Relic - Dynamic Mirror Field: The bearer cannot be targeted by ranged attacks unless it is the closest eligible model or within 12". Gain a 5++ save. The way to go for a long-range commander or if you need your Ethereal safe from harm. ;Stratagem - Outflank (1CP, Strategic Ploy): Use at the end of your movement phase. Pick a {{W40Kkeyword|DAL'YTH CORE}} or {{W40Kkeyword|T'AU AUXILIARY}} unit that is within 9" of a battlefield edge and place it into strategic reserves. </div> </div> ====[[Farsight Enclaves]]==== <div class="toccolours mw-collapsible mw-collapsed"> {| |rowspan=3|[[File:Farsight_Enclave_Banner_Flag.PNG|150x150px]] |In the grim darkness of the far future, freedom isn't free. |- |Thematically, the Farsight Enclaves are patriot rebels, aspiring to the tenets of the T'au'va away from what they perceive to be the corrupt and tyrannical rule of the Ethereals. They are also highly aggressive, a trait born of necessity when the only support they have is each other and the few allies they have in the main Empire. |- |On the tabletop, they play as a highly aggressive mobile attack force not unlike Eldar, subverting the ranged stereotype of the Tau with plenty of close-range shooting tricks and even some melee tools. Playing FSE means to always be on the offensive, potentially blindside an opponent expecting a static gunline. ''If you would do away with Tau stereotypes and bring the fight to the enemy, then suit up with the Farsight Enclaves and redden the skies''. |} <div class="mw-collapsible-content"> ;Tenet - Devastating Counterstrike: Each time this model makes a ranged attack against a unit within 9", the target is treated as having a markerlight token. Each time a unit is selected to shoot or fight, it can re-roll one wound roll. ;*A very strong buff, as it makes close-quarters combat all the more devastating. The Q2 2022 Dataslate has nerfed the range of the auto-markerlight buff, now forcing you to be very much within charging range, but you'll remain as lethal as ever on overwatch. ;Warlord Trait - Master of the Killing Blow: Whenever this warlord makes an attack, wounds lost due to that attack cannot be ignored; and 6s to wound improve the attack's AP by -3. ;Relic - Talisman of Arthas Moloch: The bearer can deny one power per psychic phase and has +1 to deny. ;Stratagem - Drop Zone Clear (2-3CP,Battle Tactic): Use in your movement phase, when a {{W40Kkeyword|FARSIGHT ENCLAVES BATTLESUIT}} unit arrives from reserves via Manta Strike or Homing Beacon. Until end of turn, when a {{W40Kkeyword|BATTLESUIT}} model in that unit makes a ranged attack, re-roll the hit roll and the wound roll. Costs 3CP if the unit has 4+ {{W40Kkeyword|BATTLESUIT}} models, 2CP otherwise. A hands down better Stratagem compared to the generically accessible Drop Threat Acquisition one, for the same CP cost. =====Units===== ======HQ====== *'''[[Farsight|Commander Farsight]]''': The rebel melee commander got better with the codex. Now that reserves and deepstrike scatter no longer exist, Farsight's focused on his one true calling: Close. Quarters. Combat. Statwise he's a WS2+ A5 Crisis Suit Commander with a 4++, and the following abilities and gear (he has 3 weapons and a support system, and no drones): **'''High-intensity Plasma Rifle''': 36” Assault 2 S8 AP-4 D3, i.e. he just has 2 plasma rifles with +6" range. **'''Dawn Blade''': 2 profiles, both Melee (remember, he's WS2+): A5 Sx2(10) AP-3 D3 or A10 S+1(6) AP-2 D1. **'''Master of War<sup>Aura</sup>''': {{W40Kkeyword|CORE}} models in friendly {{W40Kkeyword|FARSIGHT ENCLAVES CORE}} units within 6” re-roll 1s to hit. **'''Tactical Acumen''': In your command phase, pick a friendly {{W40Kkeyword|FARSIGHT ENCLAVES CRISIS CORE}} unit within 9”. Until the end of this turn, it can shoot and charge after falling back, and its ranged attacks can ignore any or all hit modifiers. **'''Way of the Short Blade''': At the start of the fight phase, select one {{W40Kkeyword|FARSIGHT ENCLAVES CORE}} unit within 6”. Until the end of the phase, {{W40Kkeyword|CORE}} models in that unit gain +1 to hit with melee attacks. =====Tactics===== Your Sept Tenet encourages aggressive MSU, and rewards you substantially for getting up close, and personal. You're essentially getting free Markerlights when shooting within 9" (meaning you are less bound on stringently adding enough Markerlight units to your lists - compared to the other Septs), and your Flamers (now within range), are also getting one extra re-roll to wound per unit. Combined with Mont'ka (amazing synergy with this Tenet), close-range units like Breachers are naturally getting +1 to hit, re-roll 1s to wound, and one extra re-roll to wound, at their preferred shooting range. Your Crisis units with their Stratagem, are probably the most deadliest out of all the Septs; this is really where the Crisis/Farsight Bomb not only lives - but thrives! Your Tenet is one of the stronger Tenets alongside Tau Sept's - <i>if</i> you prefer to get close enough to see the whites, blacks, greens or reds of the enemies eyes...just before you pull the trigger! </div> </div> ====[[Sa'cea]]==== <div class="toccolours mw-collapsible mw-collapsed" style="10> {| |rowspan=3|[[File:Sa'cea Sept Symbol.png|150x150px]] | In the grim darkness of the far future, the Banner of T'au flies high. |- |Thematically, Sa'cea is the most militant and disciplined of the Septs, where Fire Warriors and Pathfinders train for years in order to unerringly stand their ground against even the mightiest Monsters and war machines. They are ever eager to expand the greater good, and have disciplined and well trained soldiers prepared to perform this task. |- |On the tabletop, they highly favor non-stealth infantry battlesuits (i.e. Crisis and Broadsides), which they render more durable at long range and more murderous in melee, with decreased benefits to vehicles and non-suits, and they never use stealth suits if they can help it. |} <div class="mw-collapsible-content"> ;Tenet - Masters of Urban Warfare: Each time a ranged attack targets a unit with this tenet, if the attacker is more than 12" away - or more than 18" away if your unit is a {{W40Kkeyword|VEHICLE}} - your unit gains the benefits of dense cover. {{W40Kkeyword|VEHICLE}} and {{W40Kkeyword|BATTLESUIT}} units do not take the penalty for firing heavy weapons against units they are engaged with. ::*The cover is a blessing for protecting your crew in the early stages, but will also force you to wipe units before they can close in to kill you in combat. The second part means more if you're fighting other tanks or monsters, where maybe charging a hammerhead might even begin to make sense. ;Warlord Trait - Strategic Conqueror: In your command phase, select one friendly {{W40Kkeyword|SA'CEA}} unit within 9". Until the start of your next command phase, that unit gains obsec. If it already had obsec, each model in that unit counts as two for controlling objectives. :*Give this to an enforcer commander to grant two units obsec (one of which has to be Crisis+Core), one Crisis+Core unit double-obsec, or one Crisis+Core obsec and one Troops Core double-obsec. ;Relic - Grav-Inhibitor Field: At the start of the fight phase, all enemy units engaged with the bearer fight last. Melee attacks against the bearer have -1 to hit. At the very least, it'll give you a chance to lay down your prototype flamer right after getting charged. ;Stratagem - Orbital Uplink (1CP, Strategic Ploy): Use in your shooting phase. Select one enemy unit; until the end of the phase, ranged attacks {{W40Kkeyword|SA'CEA}} units make against that unit ignore all cover. </div> </div> ====[[T'au|T'au Sept]]==== <div class="toccolours mw-collapsible mw-collapsed" style="10> {| |rowspan=3|[[File:Tau Empire Flag.jpg|150x150px]] | In the grim darkness of the far future, the T'au'va burns bright. |- |Thematically, the T'au sept demonstrates the T'au beliefs to the fullest. From the political ideals of T'au to their tactics, the T'au sept is the singular source for everything regarded as properly T'au. Having a great concentration on Ranged warfare and ways to make sure things keep far away, they are the building block of which every other sept in the T'au Empire is built, and have spawned many great heroes over the course of hundreds of years. |- |On the tabletop, they lean heavily into their HQ support, with the best and most numerous special characters and all of their HQs able to support more at once from farther away, with the rest of the army being as MSU as possible. |} <div class="mw-collapsible-content"> ;Tenet - Coordinated Fire Arcs: Each time a unit is selected to shoot or fight, it can re-roll one hit roll or one wound roll. Add 3" to the range of aura abilities of this model - to a maximum of 12". When this unit uses a command phase ability with a set range, increase its range by 3" - to a maximum of 12". :*It's always better to re-roll a hit roll than a wound roll for the same gun when you're forced to choose - you should only use the re-roll wounds ability when all of a unit's attacks hit or when a unit has mixed guns (it's better for a Hammerhead that hits with its railgun to hold onto this ability to re-roll to wound than to spend the re-roll on a burst cannon shot). It's better on units that make fewer shots at worse accuracy - it's more accurate than re-rolling all 1s to hit if you make 5 attacks or less, and it's more accurate than +1 to hit if you make 2 attacks or less on 4+ or better or only 1 attack on 5+. Likewise, it's better on weaker guns than stronger guns, and since it doesn't help you penetrate or deal more damage, it's better on guns that do both well; its ideal gun for your army would be if you could legally field Pathfinders with Rail Rifles on their own, without the accompanying unit. In practice, your best unit for this trait is MSU Broadsides. :**On a Hammerhead's railgun, assuming you're BS3+ from a markerlight and you're shooting a T8 target, this takes you from a 44% chance to hit and wound to a 74% chance (after rounding); the net benefit is 67%, i.e. 2/3 again as powerful. By contrast, a full unit of 3 Broadsides unloading their railguns into the same target (so same base accuracy and chance to wound) go from 2.67 times successfully wounding to 3.13 (after rounding), a net benefit of only 17% - the Broadsides get less benefit due to their much higher rate of fire. Against a T5-7 target (so the Hammerhead hits harder base), the Broadsides are the same, but the Hammerhead goes from 56% hit-and-wound to 83%, a total benefit of 50%, because the more easily you wound, the less this ability helps you. ;Warlord Trait - Strength of Conviction: 5+++. ;Relic - Vectored Maneuvering Thrusters: {{W40Kkeyword|Battlesuit}} only. Add 2" to the bearer's movement. Once per round, when the bearer is selected as a charge target, if it is not engaged, it can make a normal move. If it does, until the end of the phase it cannot fire overwatch or set to defend, and your opponent can select new targets for the charge. ;Stratagem - Focused Fire (2CP,Battle Tactic): Use in your shooting phase, when a model in an enemy unit loses wounds due to an attack made by a {{W40Kkeyword|T'AU SEPT}} model. Until the end of the phase, {{W40Kkeyword|T'AU SEPT CORE}} models in your army gain +1 to wound against that enemy unit. =====Units===== Note that two of your characters can be taken by any Sept, so they've been moved out to the general unit discussion. All of the units below are HQs. *'''[[El'Myamoto_(Sub-commander_Darkstrider)|Darkstrider]]''': For his statline, he's a Fireblade with +1Ld, +1W, +1M, and -1WS/BS (i.e. he's more accurate). Equipment-wise, he has his own Fireblade version of a Pulse Carbine he insists on calling "Shade" because he's even more weeb than a normal weeb; it's literally just a 24" Assault Fireblade Pulse Rifle. He also has a normal markerlight and no drones at all. For his abilities, he's kept his old Pathfinder ones, so he has 7" Scout move and can take the Markerlights action at the end of the Move phase instead of the beginning. His remaining abilities are bespoke. His compulsory WT is the one for autoadvancing 6" and being at -1 to be hit. **'''Structural Analyser''': In your command phase, pick a friendly {{W40Kkeyword|TAU SEPT CORE}} unit within 6” and one visible enemy unit. Until end of turn, models in that friendly unit get +1 to wound with ranged attacks against the enemy unit. ***Doesn't specify {{W40Kkeyword|CORE}} ''models'', so this works on Drones in a Core unit just fine. ***Since he doesn't only target core models in the core unit, this will buff Drone guns just fine - and he has his own markerlight, lightening the pressure to take marker drone spam. Just make sure someone nearby has a Drone Controller if you're going to try this. **'''Drone Familiar Cluster''': Each time this model shoots, re-roll one hit roll and one wound roll. ***That will stack with the Sept Tenet, giving him 1 hit roll re-roll, 1 wound roll re-roll, and 1 floating re-roll he can spend on either when he shoots. **'''Fighting Retreat<sup>Aura</sup>''': Friendly non-{{W40Kkeyword|battlesuit}} {{W40Kkeyword|TAU SEPT CORE}} units within 6” can shoot after falling back. * '''Longstrike:''' No longer an upgrade to a Hammerhead, but a separate HQ unit choice and {{W40kKeyword|CHARACTER}}. Gains additional BS (down to 3+ base) and some abilities - otherwise he's a Hammerhead in all respects. You can make him your Warlord - his compulsory WT is the targeted buff where 6s to hit autowound - but you shouldn't; his real job is being an extra Hammerhead that's extra good at murder and occupies an HQ slot instead of a heavy slot. **'''Gunship Ace''': Longstrike’s ranged attacks against {{W40Kkeyword|MONSTER}}/{{W40Kkeyword|VEHICLE}} units have +1 to wound. **'''Targeting Array''': Each time this model shoots, re-roll one hit roll. **'''XV02 Pilot Battlesuit''': In your command phase, select one other friendly {{W40Kkeyword|TAU SEPT CORE}} or {{W40Kkeyword|tau sept HAMMERHEAD}} unit within 6”. Until the start of your next command phase, when that unit makes a ranged attack, it treats the target as having a markerlight. </div> </div> ====[[Vior’la]]==== <div class="toccolours mw-collapsible mw-collapsed" style="10> {| |rowspan=3|[[File:Vior'la Sept Symbol.png|150x150px]] | In the grim darkness of the far future, there's the quick and there's the dead. |- |Thematically, Vior'la are some of the most aggressive and reckless warriors in the Empire. They are taught from birth to do one thing: move close as quickly as possible, and blast their enemies into paste. They are a tough people that come form an even tougher world, and produce some of the finest military minds ever known. |- |On the tabletop, they are a highly mobile combat force. They make use of lightning fast speed and powerful weaponry in order to let them outmanuever and shatter their opponents on highly concentrated gunfire. |} <div class="mw-collapsible-content"> ;Tenet - Strike Fast: At the start of your first turn, each unit in your army that is wholly within your deployment zone adds 2" to its movement until the end of the turn. This unit can also re-roll advance and charge rolls. That little perk of movement with the boosted advance can help get your gunlines set up for the upcoming battle, though the charge rolls are probably the last thing you'd want to use short of a kamikaze crisis suit. ;Warlord Trait - Academy Luminary: While this warlord is on the battlefield, each time you spend a CP to use a T'au Empire Strategic Ploy or T'au Empire Wargear stratagem, regain that CP on a 3+. With how many of those you have on hand, you'll be able to make your points back pretty easily. Aun'shi makes use of this. ;Relic - Automated Armour Defences: {{W40Kkeyword|COMMANDER}} model only. At the start of your shooting phase, roll a D6. On a 2-4, the closest visible enemy unit within 18" takes 1 mortal; on a 5+, the closest visible enemy unit within 12" takes D3 mortals. ::*That's right, on a 5+ the range goes ''down''. For the meager benefit of ''possibly'' dealing more mortal wounds, you're not really getting much. Pick something else if you can. ;Stratagem - Hot-Blooded (2CP, Battle Tactic): Use in your shooting phase, when a {{W40Kkeyword|VIOR'LA}} unit is selected to shoot. Until the end of the phase, each time a non-{{W40Kkeyword|DRONE}} model in that unit makes an attack that targets the closest eligible target, each 6 to wound deals 1 mortal, capping at 6 mortals. ;Units: You only have one and he'll work for any Sept, so he's been moved out to the general units section. </div> </div> ====Custom Sept Tenets==== <div class="toccolours mw-collapsible mw-collapsed" style="10> {| |rowspan=2|[[File:TauSectors.jpg|150px]] | In the grim darkness of the far future, the Greater Good is built from a great many parts. |- |Welcome to the 40K Build-A-Bear Workshop. The Tau gain the ability to make bespoke Sept Tenets in The Greater Good by choosing two unique traits from a limited set of lists. |} <div class="mw-collapsible-content"> Custom Sept tenets are now comprised of a selection of unique sectors. Each sector comprises 4 traits, but unlike most traits, you can only pick a second trait from a neighboring sector (''not'' the same one), as shown on the left. Fluff-wise this is meant to represent the rather diminutive size of the Tau Empire and its lack of reliable FTL travel. What this means in practice is if you take anything from B or C, you can't take from D or E, and vice versa (and again, you can't double-dip the same sector). *'''Allied World:''' The ability to copy another sept's tenet, giving you their WT and Stratagem. As with any other rule like this, it's better to just ignore and pick the sept you were gonna take anyways. *'''Sector A:''' Remember, anything in this sector can be paired with any other sector. *;Adherence to the Teachings: +3" to aura ranges, to a maximum of 12", and the same +3" with a maximum of 12" to elemental invocations that aren't auras or any other Command phase non-aura. 1/2 of the Tau Sept trait. *;Calm Under Pressure: Ranged attacks with Assault weapons against targets within 12" gain +1S. Utterly amazing if you're going flamer or fusion heavy, making the former melt MEQ and latter almost always wounding on a +3. Lets pulse carbines deal with tougher infantry. *;Play Their Part: All {{W40kKeyword|Battlesuit}} models with 9 or fewer wounds count as 3 models for capping, while those with 10 or more wounds count as 5 models when capping. *:*It doesn't really add much more than making your most powerful units cap points. *;Strike Swiftly: At the start of the first battle round, before the first turn begins, {{W40Kkeyword|infantry}} wholly within your deployment zone can make a Normal Move of up to 6" that can't end within 9" of any enemy models or the enemy deployment zone. Really good with Mont'Ka as it makes getting into rapid shot and melta range on Crisis Suits a breeze. If you do plan on playing close and dirty however, Calm Under Pressure is almost always the better choice. *'''Sector B:''' Can be paired with sectors A or C, but not D or E. *;Blocking Tactics: Whenever a {{W40kKeyword|Core Infantry}} unit charges, they'll count as having ObSec or count as having an additional model if they already have ObSec. All this is good for is trying to swipe an objective from an enemy for a brief moment. *;Camouflage Experts: Ranged attacks from more than 12" away against {{W40Kkeyword|infantry}} ''entirely'' on/within a terrain feature grant the unit Dense Cover (-1 to be hit) against those attacks. Strictly worse than 1/3 of the Sa'cea trait. *;Defensive Doctrines: When a model is charged, until the end of the turn it reduces AP-1 and AP-2 from melee attacks to AP0. *;Fire Caste Marksmen: Ranged attacks you make with pulse weapons improve their AP by 1 on unmodified wound rolls of 6. *'''Sector C:''' Can be paired with Sectors A or B, but not D or E. *;Disengagement Protocols: When your {{W40Kkeyword|infantry}} is selected to Fall Back, before actually moving select an enemy unit within Engagement Range and roll 1d6 - the enemy unit suffers 1d3 mortal wounds on a 6 and 1 mortal wound on a 2-5 (1 mortal wound total on average). *;Fire Saturation: Ranged attacks with Burst weapons against targets within 12" gain +1 to the hit roll. Significantly worse than half of the FSE tenet, because you can't exceed +1 to hit and the FSE ability to just assume a Markerlight within 12" gives +1 to hit to ''all'' weapons. *;Evasion Manoeuvres: When a unit with this tenet advances, {{W40Kkeyword|fly}} models in that unit have a 5++ against ranged attacks until the start of your next Movement phase. Essential if you're using lots of suits and prefer shield drones over generators, as it'll give the suits some defence once the drones get popped. Take with Mont'Ka so there's no downsides, and remember you just need to declare a advance action, not move a single inch. *;Pinpoint Targeting: Ranged attacks against targets within 12" ignore Light Cover. *:*A very easy and cheesy option is to combine this with Sector B's Camouflage Experts and clamber into Light Cover terrain, so your attacks ignore the Light Cover but incoming attacks have to deal with both Light and Dense Cover. *'''Sector D:''' Can be paired with Sectors A or E, but not B or C. *;Defenders of the Cause: Non-{{W40Kkeyword|drone}}s get a 5+++ against mortal wounds. Fed up with smite span? *;Hardened Warheads: Ranged attacks with missile weapons ignore cover (both Light and Dense). *;Reinforced Armour: Any ranged attacks against a {{W40kKeyword|Battlesuit}} or {{W40kKeyword|Vehicle}} unit with S7- suffer -1S. 1/2 the Bork'an trait. *:*Stacking with Sector A's trait can make your battlesuits even more immovable from points - T4 suits become more resilient to S3, S4, and S5 fire, while T5 suits become more resilient to S3, S5, and S6 fire. T6 becomes more resilient to S4, S6, and S7 fire, but that's basically just Piranhas. T7 becomes more resilient to S4 and S7 only while T8 only becomes more resilient to S5, so try to avoid taking this tenet if you've leaned into tougher units. *;Reliable Weaponry: Each time this unit shoots, re-roll 1 wound roll - strictly worse than half the FSE trait which itself is strictly worse than half the T'au Sept trait, so odds are very low you want this over one of them. *'''Sector E:''' Can be paired with Sectors A or D, but not B or C. *;Enriched Reactors: Ranged attacks with plasma weapons deal 1 mortal wound on an unmodified wound roll of 6 '''in addition to''' their normal damage, with the errata salvaging this trait from being an auto-pass to something a bit more reasonable for plasma-crisis squads looking for a bit of extra damage. *;Loyal to the End: +1 Ld and re-roll Morale tests. Big pass, all your units have good morale as is. *;Rapid Retreat: Any units that Fall Back can move +3". A very welcome addition considering how much your troops hate being in combat. *;Turbo-Jets: +2M for models that can {{W40Kkeyword|fly}}. </div> </div>
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