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==Tau Liaisons, Outcasts & Experimental tech<span style="color: red"> '''WIP''' </span>== ===Units List=== '''HQ''' *Shas'ui T'au Kais (Firewarrior) *[[Shas'O Kais|Shas'O Kais]] (Dawn of War) *[[Commander Or'es'Ka|Shas'O Or'es'Ka]] (Dawn of War) *Por'Vre Liaison '''Elites''' *Fio'Vre Engineers '''Fast attack''' *Kor'ui Speeder Scouts *Drone Hanger '''Heavy Support''' *Stingray Cluster Missile Gunship '''Lords of War''' *Scorpionfish Super Heavy Missile Gunship *Megalodon Super Heavy Assault Gunship ===Special rules Tau Outcasts & Liaisons <span style="color: red"> '''WIP''' </span>=== '''Matched play rule''' {{W40kKeyword|Earth cast experiment}}: A unit with this keyword may only be included in your army once. Only a single unit with this keyword may be present in a detachment. ===Wargear and points Tau Outcasts & Liaisons <span style="color: red"> '''WIP''' </span>=== Newly added weapons {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! Range !! Type !! S !! AP !! D !! Abilities |- | Supremacy Railgun (Submunitions) || 72" || Heavy 2D6 || 6 || -1 || 1 || --- |- | Supremacy Ion Cannon || 60" || Heavy 6 || 7 || -3 || 2 || --- |- | Supremacy Ion Cannon (Overcharged) || 60" || Heavy 2D3 || 8 || -3 || 3 || If the target unit contains 10 or more models, change this weapons type to Heavy 2D6, In addition, if this weapon ever rolls a 1 to hit it suffers a Mortal Wound after resolving its shooting attacks. |- | Submunition Seeker Missile || 72" || Heavy 1D6 || 5 || 0 || 1 || This weapon hits automatically. If the target unit has 2+ Markerlight counters against it this weapon gains the following benefit - This weapon may target units that are not visible to the bearer and the targeted unit gains no bonus to their saves for being in cover. Each Submunition Seeker Missile may only be used once per battle. |- | Experimental Ion Pistol || 8" || pistol 1 || 7 || -1 || 1 || |} <br style="clear: both; height: 0px;" /><br> ===HQ: Por'Vre Liaison ''4 PL'' <span style="color: red"> '''WIP''' </span>=== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> [[Tau Diplomacy]] <div class="mw-collapsible-content"> {{Topquote| We are not here to bring death and destruction to you, Gue’la. Even though your armed forces have laid waste to our systems, bombarded our cities and slaughtered my fellow Tau, we are not here for revenge. We are here to offer you to share our culture and profit from our technology and protection. We are not here to take your homes, your families and your beliefs away from you. You can even continue to worship your Emperor-god if you want, you must only swear fealty to the advancement of the Greater Good, which will benefit all members of the empire alike. We are not here to turn you all into soldiers and demand of you to fight against your former kin. Some of you will be asked to join our armed forces, in return for the protection that we grant to your planet. But if you are unwilling to fight against Humans from the Imperium, you will not be deployed against them. We are not here to enslave you, but to welcome you into our empire, the empire of the Tau.| Por’vre Dal’yth Jishu’iro, Addressing the human population of Goron Minor}} </div> </div> '''Unit Composition''': 1 Por'Vre Liaison and 2 Bodyguard Drones {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Por'Vre Liaison || 6" || 6+ || 6+ || 3 || 3(4) || 1 || 1 || 8 || 4+ |- | Bodyguard Drone || 8" || 5+ || 5+ || 3 || 4 || 2 || 1 || 5 || 4+ |} <br style="clear: both; height: 0px;" /> <br>'''Wargear''': The Bodyguard Drone is Equipped with a Pulse Blaster. The Por'Vre Liaison is not equipped with any weapons. <br>'''Abilities''' Por'Vre Liaison *'''Bearers of the Greater good''': All unit within 9" of the Por'Vre Liaison have the '''for the greater good''' (codex pg89) Ability. As long as the do not have the {{W40kKeyword|<sept>}} or {{W40kKeyword|Vehicle}} Keyword *'''Liaison:''' This unit faction keyword doen't count for any rules asking for all model in a detachment to have a specific keyword, simply ignore this model in such a case. <br>'''Abilities''' Bodyguard Drone *'''Bodyguard protocol:''' When this unit is hit allocated the hits first to the Bodyguard Drone, until both are dead no hits can be distributed to the Por'Vre Liaison. If at the start of any phase at least one one Bodyguard Drone in this unit is alive the Por'Vre Liaison has T4 until the end of that phase(include in brackets in the profile above). *'''Threat Identification Protocols:''' In the Shooting phase, Bodygaurd Drones can only target the nearest visible enemy unit. If two units are equally close, you can choose which is targeted. *'''Shield Generator:''' Bodygaurd Drones have a 4+ invulnerable save. In addition, roll a D6 each time a DRONE with this ability loses a wound; on a 5+ that Drone does not lose a wound. <br>'''Faction Keywords (both)''' :{{W40kKeyword|T'au Empire, <Sept>}} '''Keywords Por'Vre Liaison''' :{{W40kKeyword|Water Caste, infantry, Por'Vre Liaison}} '''Keywords Bodyguard Drone''' :{{W40kKeyword|Drone, Fly, Bodyguard Drones}} ===Elite: Earth Caste Engineer ''4 PL'' <span style="color: red"> '''WIP''' </span>=== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> Trust me, I'm a engineer. <div class="mw-collapsible-content"> On the rare occasion, there are members of the Earth caste who find their lives mundane and boring. To find a way to maximize the efficiency of these individuals, the Fio'Kais Initiative was founded, an experimental program to put Engineering teams, as opposed to drones, on the battlefield. Unlike repair drones, they are fully capable of providing additional firepower to any nearby infantry units. In fact, some Battlesuit and Vehicle pilots will shun drones in favor of a proper Combat engineer, and are well liked and honored among the Fire Caste. They also carry experimental pistols that can cause serious damage to heavy infantry and light vehicles. The two drawbacks are their abysmal accuracy, in spite of their weapons training, and the limited number of Engineers, due to the infacny of the program. </div> </div> '''Unit Composition''': 1 Earth Caste Engineer and 2 Bodyguard Drones {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Earth Caste Engineer || 6" || 6+ || 5+ || 3 || 3(4) || 1 || 1 || 8 || 4+ |- | Bodyguard Drone || 8" || 5+ || 5+ || 3 || 4 || 2 || 1 || 5 || 4+ |} <br style="clear: both; height: 0px;" /> <br>'''Wargear''': An Earth Caste Engineer is equipped with a Experimental Ion Pistol. A Bodyguard Drone is Equipped with a Pulse Blaster <br>'''Weapons:''' {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! Range !! Type !! S !! AP !! D !! Abilities |- | Experimental Ion Pistol || 8" || pistol 1 || 7 || -1 || 1 || |- |} <br style="clear: both; height: 0px;" /> <br>'''Abilities''' Earth Caste Engineer *'''Battlefield Repairs''': A unit with this ability may, at the beginning of the movement phase, restore 1 D3 wounds to one within unit 3" that has the Faction Keywords '''T'au Empire''', and any of the following Keywords: {{W40kKeyword|Vehicle}}, or {{W40kKeyword|Battlesuit}}. Alternatively it may bring back a single wound drone model to a unit of {{W40kKeyword|T'au Empire Drones}} <br>'''Abilities''' Bodyguard Drone *'''Bodyguard protocol:''' When this unit is hit allocated the hits first to the Bodyguard Drone, until both are dead no hits can be distributed to the Earth Caste Engineer. If at the start of any phase at least one one Bodyguard Drone in this unit is alive the Earth Caste Engineer has T4 until the end of that phase(include in brackets in the profile above). *'''Threat Identification Protocols:''' In the Shooting phase, Bodygaurd Drones can only target the nearest visible enemy unit. If two units are equally close, you can choose which is targeted. *'''Shield Generator:''' Bodyguard Drones have a 4+ invulnerable save. In addition, roll a D6 each time a DRONE with this ability loses a wound; on a 5+ that Drone does not lose a wound. <br>'''Faction Keywords (both)''' :{{W40kKeyword|T'au Empire, <Sept>}} '''Keywords Earth Caste Engineer''' :{{W40kKeyword|Earth Caste, infantry, Earth Caste Engineer}} '''Keywords Bodyguard Drone''' :{{W40kKeyword|Drone, Fly, Bodyguard Drones}} ===Fast attack: Air Caste Speeder Scout ''4 PL'' <span style="color: red"> '''WIP''' </span>=== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> Lor'em Ip'sum <div class="mw-collapsible-content"> Lor'em ip'sum </div> </div> {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Kor'Ui Scout speeder || 14" || 6+ || 4+ || 3 || 4 || 2 || 1 || 6 || 4+ |- | Kor'Vre Scout speeder || 14" || 6+ || 4+ || 3 || 4 || 2 || 1 || 7 || 4+ |} <br style="clear: both; height: 0px;" /><br> '''Unit Composition''': 2 Kor'Ui Scouts speeder and 1 Kor'Vre scout speeder. you may add up to 6 Kor'Ui scout speeder '''(+1 PL per moddel)''' <br>'''Wargear''': Each scout speeder is equipped with a plasma rifle and a Markerlight. <br>'''Wargear options''' *Any model in the unit may replace its plasma rifle with a fusion blaster (+1 pl per model), smart missile system, misslepod(+1 pl per model), 2 flamers or 1 markerlights and 1 seeker missile. *Any model may take up to one item from the ''support systems'' list (codex tau pg89) <br>'''Abilities''' *''Fast moving markers'': a model with this special rule may fire both it Markerlight and it other weapons at the same time but must target the same unit with all it weapons. A moddel with this special rule can't use the bonus granted to it by markerlights. *''Speeder'': when this model advances add 6" to its movement instead of d6. <br>'''Faction Keywords''' :{{W40kKeyword|T'au Empire, <Sept>}} '''Keywords Air Caste Speeder Scouts''' :{{W40kKeyword|Air Caste Team, Bikes, Fly, Air Caste Speeder Scout}} ===Fast attack: Drone Hangar ''7PL ''<span style="color: red"> '''WIP''' </span>=== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> Drone teams, attack! <div class="mw-collapsible-content"> An experimental combat vehicle developed by the Bork'an academies, this is a modified Devilfish loaded up with drone parts and a micro factory, allowing for production of various forms of combat and defensive drones, at the sacrifice of the usual targeting equipment. Originally intended as an armored mobile construction vehicle to develop devastated war zones and build and repair fortifications, the vehicle was promptly refitted for front line duty after the Damocles Gulf Crusade. (Creative Note: If you are going to build this, then just take a Devilfish, stick two seeker missiles on it, and glue some Drone bits to the interior and floor. Otherwise, go ham. Just go for the basic idea of a drone Harbinger from DOW.) </div> </div> {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Drone Hangar || * || 6+ || * || 6 || 7 || 12 || * || 8 || 3+ |} {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! W!! M !! BS !! A |- | 7 - 12+ || 12 || 4+ || 3 |- | 4 - 6 || 6 || 5+ || D3 |- | 1 - 3 || 3 || 6+ || 1 |} <br style="clear: both; height: 0px;" /><br> '''Unit Composition''': 1 Drone Hangar <br>'''Wargear''': A Drone Hangar is equipped with 1 burst cannon and 2 gun drones <br>'''Wargear options''' *This model may take up to two seeker missiles *This model may replace both gun drones with... **A pair of Burst Cannons **A pair of Smart Missile Systems **A pair of Missile Drones '''Abilities''' *'''Hover tank''': Distances must be measured to and from the hull of this model rather than its base *'''Explodes''': If the Drone Hangar is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before embarked models disembark on a 6 it explodes and each unit within 6" suffers D3 mortal wounds *'''Detach:''' Both Gun Drones can detach at the start of your Movement phase by disembarking as if from a transport. From that point onwards, they are treated as a separate unit. They cannot reattach during the battle. *'''Attached Drones:''' (codex Page 114) *'''Drone Transport''': At the start of the movement phase this model may deploy a unit consisting of up to 3 Gun- , Shield- , Marker- , Missile- , Sniper- , or Guardian Drones. All drones summoned as a unit by a Drone Hangar must by the same drone type and will come into play as one unit as if they were disembarking from a transport. The Hangar may only do this once per battle. <br>'''Faction Keywords''' :{{W40kKeyword|T'au Empire, <Sept>}} '''Keywords Drone Hangar''' :{{W40kKeyword|Vehicle, Fly, Earth Caste Experiment, Drone Hangar}} '''Keywords Gun Drone''' :{{W40kKeyword|Drone, Fly, Gun Drones}} ===Heavy Support: Stingray Cluster Missile Gunship ''8 PL''<span style="color: red"> '''WIP''' </span>=== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> "''The Beg'el charged us, screeching their cries of war in an attempt to frighten us. Shortly before the barbarians overwhelmed our outer defenses, a wave of missiles collided with the horde of greenskins. Truly, there are fewer better displays of the power of the Greater Good than a fully armed Stingray Missile Gunship''" --Shas'el Kais Mont'yr T'aun, regarding the Lotus massacre on the world Au'Tau. <div class="mw-collapsible-content"> The Stingray missile gunship is a Tau vehicle that serves as a potent ranged anti-infantry weapon. The vehicle was developed to break up the waves of Orks rampaging through the Tau region of space in the wake of the Damocles Gulf Crusade. A single large warhead, similar to the simple shell used by Imperial Earthshaker Cannons, was first considered by the Tau as a possible solution to the problem of dealing with massed infantry assaults. However, this was determined to be less effective than a modified Seeker Missile, with a large number of Smart Missiles loaded into the payload bay. The resulting weapon was first fielded on modified Sky Ray air defence tanks. The first field tests proved promising, but revealed shortcomings in the vehicles used for the test. First among these was the sheer size of the new missile, which made the carrier vehicle extremely dependent upon resupply during extended combat. A new turret was then developed that could carry more missiles, but this required changes to the basic hull such as the reduction of protective armour plating to allow the unit to keep up with Devilfish and Hammerhead formations. This new version of the vehicle that would become the Stingray was significantly less dependent on resupply during battle, and the larger turret allowed refinements to the missile itself, increasing the number of Smart Missile submunitions. (An old/Discontinued Tau Unit from Epic Apocalypse/Chapter Approved, so it shouldn't be too hard to design or make your own with a little bit of digging) </div> </div> {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Stingray Cluster Missile Gunship || * || 6+ || * || 6 || 7 || 13 || * || 8 || 3+ |} {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! W !! M !! BS !! A |- | 7 - 13+ || 12 || 3+ || 3 |- | 4 - 6 || 6 || 4+ || D3 |- | 1 - 3 || 3 || 5+ || 1 |} <br style="clear: both; height: 0px;" /><br> '''Unit Composition''': 1 Stingray Cluster Missile Gunship <br>'''Wargear''': A Stingray Cluster Missile Gunship is equipped with 6 Submunition Seeker Missiles, 2 Markerlights, and 2 Gun drones <br>'''Weapons''' {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! Range !! Type !! S !! AP !! D !! Abilities |- | Sub munition Seeker Missile || 72" || Heavy 1 || 6 || -1 || 1 || Each Sub munition seeker missile can only be used once per battle. This weapon only hits on a roll of 6, regardless of the firing model’s Ballistic Skill or any modifiers. If this weapon hits inflict 3D3 hits on the unit instead of 1 |} <br style="clear: both; height: 0px;" /><br> <br>'''Wargear options''' *This model may replace both Gun Drones with pair of Burst Cannons, or Smart Missile Systems '''Abilities''' *'''Hover tank''': Distances must be measured to and from the hull of this model rather than its base *'''Explodes''': If the Stingray Cluster Missile Gunship is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before embarked models disembark on a 6 it explodes and each unit within 6" suffers D3 mortal wounds *'''Detach:''' Both Gun Drones can detach at the start of your Movement phase by disembarking as if from a transport. From that point onwards, they are treated as a separate unit. They cannot reattach during the battle. *'''Attached Drones:''' (codex Page 114) <br>'''Faction Keywords''' :{{W40kKeyword|T'au Empire, <Sept>}} '''Keywords Stingray Cluster Missile Gunship ''' :{{W40kKeyword|Vehicle, Fly, Earth Caste Experiment, Stingray Cluster Missile Gunship }} '''Keywords Gun Drone''' :{{W40kKeyword|Drone, Fly, Gun Drones}} ===Flier: Orca AX-3-4 "Sickleback" Dropship''??? Points''<span style="color: red"> '''WIP''' </span>=== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> "The Gue'la were heavily entrenched upon the hill, my squad pinned under their fire. Suddenly, an AX-3-4 bombarded the enemy position. My unit dashed up the hill to finish off what was left, only to see the the Orca had left only bare ground for us to look upon. By the Ethereals, I had never seen a more devastating weapon, nor do I wish to see it ever used again." -Shas'El Kais Bork'an, on one of the first documented cases of Sickleback deployment. <div class="mw-collapsible-content"> An altered pattern to the Orca AX-3-4 Dropship, designed for active insertion into hotspots, rather than rapid transport flexible deployemt. The Orca AX-3-4 loses a chunk of its transport capacity in the name of improved armour and fire-power. </div> </div> {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Orca AX-3-4 Dropship || * || 6+ || * || 6 || 8 || 20 || * || 8 || 2+ |} {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! W !! M !! BS !! A |- | 11 - 20+ || 20"-40" || 3+ || 3 |- | 6 - 10 || 20"-30" || 4+ || D3 |- | 1 - 5 || 20"-25" || 5+ || 1 |} <br style="clear: both; height: 0px;" /><br> '''Unit Composition''': 1 Orca AX-3-4 Dropship <br>'''Wargear''': An Orca AX-3-4 Dropship is equipped with 2 nose mounted Long-Barrelled Burst Cannons, 1 High-Yield Missile Pod mounted on either side, 2 Rear-mounted Smart Missile Systems, and a Counterfire Defence System. <br>'''Weapons''' {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! Range !! Type !! S !! AP !! D !! Abilities |- | Long-Barrelled Burst Cannon || 36" || Assault 6 || 5 || 0 || 1 || --- |- | High-Yield Missile Pod || 36" || Heavy 4 || 7 || -1 || D3 || --- |- | Smart Missile System || 30" || Assault 4 || 5 || 0 || 1 || Smart Missile Systems can be fired at units that are not visible to the bearer. In addition units attacked by this weapon do not gain any benefit to their saving throws for being in cover. |} <br style="clear: both; height: 0px;" /><br> <br>'''Abilities''' *''Airborne'': *''Crash & Burn'': *''Hard to Hit'': *''Supersonic'': *''Covering Firestorm'': Whenever any unit disembarks from this model, the Orca A-X-3-4 Dropship may make a shooting attack with one of its weapons against any enemy unit within range. This shooting attack only hits on a 6+. <br>'''Transport''' : An Orca AX-3-4 Dropship may transport up to 24 <'''SEPT'''> '''Infantry''' or '''Drone''' models. It may transport '''Battlesuit''' models, but any model with the Battlesuit keyword counts as three '''Infantry''' models. <br>'''Faction Keywords''' :T'au Empire, <Sept> '''Keywords (Orca AX-3-4)''' :Vehicle; Fly; Earth Caste Experiment; Orca AX-3-4 Dropship ===Lord of War: Scorpionfish Super Heavy Missile Gunship ''26 PL''<span style="color: red"> '''WIP''' </span>=== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> Carpet bombing on the go! <div class="mw-collapsible-content"> The Scorpionfish super-heavy missile gunship is a Tau super-heavy skimmer first deployed in the wake of the Damocles Gulf Crusade. The Scorpionfish was developed as a response to the surprise of Imperial super-heavy tanks faced during that conflict and later engagements, and considerable effort was expended by the Earth Caste to develop a counter in the form of the Tau’s own super-heavy gunship. Lacking any other large vehicle as a basis, the Orca dropship design was modified with additional heavily armaments and armour, effectively reducing its mobility to that of a surface-bound skimmer. This variant was to become the Scorpionfish missile gunship and it carries no less than a full complement of Submunition, Seeker, Tracer and Smart Missiles, as well as direct-firing Missile Pods. It has no single main weapon, but rather acts as a platform for a number of smaller systems, enabling it to engage any type of threat it encounters. This flexibility has proven to be a major asset in recent Tau campaigns. Whilst the Scorpionfish may be slower than the majority of Tau units, its skimmer capabilities mean that negotiating difficult terrain normally is not an issue. In battle, Scorpionfish normally form part of a stout firing line at the back of a Tau force, anchoring its defences. (Once again, an old/Discontinued Tau Epic Armageddon Model, this is another popular one, but there is no agreed upon look for it, so choice is up to you) </div> </div> {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Scorpionfish Super Heavy Missile Gunship || * || 6+ || * || 8 || 8 || 24 || * || 8 || 3+ |} {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! W !! M !! BS !! A |- | 12 - 24+ || 12" || 3+ || 6 |- | 6 - 11 || 6" || 4+ || D6 |- | 1 - 5 || 3" || 5+ || 1 |} <br style="clear: both; height: 0px;" /><br> '''Unit Composition''': 1 Scorpionfish Super Heavy Missile Gunship <br>'''Wargear''': A Scorpionfish Super Heavy Missile Gunship is equipped with 12 Seeker Missiles, 12 Submunition Seeker Missiles, 4 High-Yield Missile Pods, 4 Markerlights and 16 pulse carbines controlled by hardwired gun drones. <br>'''Weapons''' {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! Range !! Type !! S !! AP !! D !! Abilities |- | Sub munition Seeker Missile || 72" || Heavy 1 || 6 || -1 || 1 || Each Sub munition seeker missile can only be used once per battle. This weapon only hits on a roll of 6, regardless of the firing model’s Ballistic Skill or any modifiers. If this weapon hits inflict 3D3 hits on the unit instead of 1 |} <br style="clear: both; height: 0px;" /><br> <br>'''Wargear options''' <br>'''Abilities''' *''Hover Tank'': Distances must be measured to and from the hull of this model rather than its base *''Cataclysmic Explosion'': The biggest problem with the Scorpionfish is just how much explosive ordinance it carries, any sufficently strong strike capable of detonating the ammunition stockpile despite the numerous implemented safties to prevent such a thing from happening. If the Scorpionfish Super Heavy Missile Gunship is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before embarked models disembark. On a 5+ it explodes and each unit within 12" suffers 6 mortal wounds. *''Barrier Shield Generator'' The Scorpionfish Super Heavy Gunship has a 5+ Invulnerable Save. *''Velocity Tracker'' Add 1 to hit rolls for this unit when it shoots at a unit with the {{W40kKeyword|FLY}} keyword *''Saturation Fire'' Should the Scorpionfish Super Heavy Missile Gunship fire all of its High-Yield Missile Pods against one target, that target does not gain the bonus to their saves from being in cover. *''Flying Behemoth:'' This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons. It can also still fire its weapons if enemy units are within 1" of it (but only (hardwired gun drones) pulse carbines can target units that are within 1" of it – its other guns must target other units). In addition this model only gains a bonus to its save in cover if at least half of the model is obscured from the firer. <br>'''Faction Keywords''' :{{W40kKeyword|T'au Empire, <Sept>}} '''Keywords (Scorpionfish)''' :{{W40kKeyword|Vehicle, Fly, Earth Caste Experiment, TX-108 Scorpionfish Super Heavy Missile Gunship, Titanic}} ===Lord of War: Megalodon Super Heavy Assault Gunship ''26 PL''<span style="color: red"> '''WIP''' </span>=== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> {{Topquote|One shot. One kill.|Every sniper ever}} Now Applied on Titanic Tanks <div class="mw-collapsible-content"> The Megalodon Super Heavy Assault Gunship is a Tau super-heavy Gunship first deployed in the wake of the second Damocles Gulf Crusade. The Megalodon was developed as a response to the surprise of Imperial super-heavy tanks faced during that conflict and later engagements, and considerable effort was expended by the Earth Caste to develop a counter in the form of the Tau’s own super-heavy gunship. Lacking any other large vehicle as a basis, the Orca dropship design was modified with additional heavily armaments and armour, effectively reducing its mobility to that of a surface-bound skimmer. This variant was to become the Megalodon gunship and it carries no less than a Heavy rail cannon and 2 compact heavy burst cannons. It has one single main weapon, a Heavy Rail Cannon that can kill small titans in one shot if it successfully hits, it may also exchange the Rail Cannon's solid shot for a fragmentary round that is designed to explode when fired above large clusters of enemies, raining dense fio'tak projectiles down in a shower of devastation that can bypass any cover the enemy hopes to hide behind. This flexibility has proven to be a major asset in recent Tau campaigns. Whilst the Megalodon may be slower than the majority of Tau units, its skimmer capabilities mean that negotiating difficult terrain normally is not an issue. In battle, the Megalodon may normally be found engaging super-heavy enemy armour in places where the T'au's regular anti super-heavies can not function. </div> </div> {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Megalodon Super Heavy Assault Gunship || * || 6+ || * || 8 || 8 || 24 || * || 8 || 3+ |} {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! W !! M !! BS !! A |- | 12 - 24+ || 12" || 3+ || 6 |- | 6 - 11 || 6" || 4+ || D6 |- | 1 - 5 || 3" || 5+ || 1 |} <br style="clear: both; height: 0px;" /><br> '''Unit Composition''': 1 Megalodon Super Heavy Assault Gunship <br>'''Wargear''': A Megalodon Super Heavy Assault Gunship is equipped with a Heavy Rail Cannon with both Solid Shot and Submunitions, a pair of Heavy Burst Cannons and 16 pulse carbines controlled by hardwired gun drones. <br>'''Weapons''' {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! Range !! Type !! S !! AP !! D !! Abilities |- |colspan="7"| When firing the Heavy rail cannon you may choose to fire it using solid shot or submunitions |- | Heavy Rail Cannon (Solid Shot) || 120" || Macro 1 || 18 || -5 || 2D6 || Each to-wound roll of 6+ made for this weapon inflicts an additional D3 mortal wounds in addition to any other damage. (for Macro weapons see the top of this page or clik [[ Codex - Tau Auxiliary 8th edition #Cross faction Special rules | here]]) |- | Heavy Rail Cannon (Submunitions) || 120" || Macro 2D6 || 7 || -2 || 2 || Enemy models do not gain the benefits of cover when targetted by this weapon. |- | Heavy Burst Cannon || 36" || Heavy 12 || 6 || -1 || 2 || --- |} <br style="clear: both; height: 0px;" /> <br>'''Abilities''' *''Hover Tank:'' Distances must be measured to and from the hull of this model rather than its base *''Cataclysmic Explosion:'' If the Megalodon Super Heavy Assault Gunship is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 5+ it explodes and each unit within 12" suffers 6 mortal wounds. *''Barrier Shield Generator:'' The Megalodon Super Heavy Assault Gunship has a 5+ Invulnerable Save. *''Flying Behemoth:'' This model does not suffer the penalty to to-hit rolls for moving and firing Heavy weapons. It can also still fire its weapons if enemy units are within 1" of it (but only (hardwired gun drones) pulse carbines can target units that are within 1" of it – its other guns must target other units). In addition this model only gains a bonus to its save in cover if at least half of the model is obscured from the firer. <br>'''Faction Keywords''' :{{W40kKeyword|T'au Empire, <Sept>}} '''Keywords (Megalodon)''' :{{W40kKeyword|Vehicle, Fly, Earth Caste Experiment, TX-107 Megalodon Super Heavy Assault Gunship, Titanic}}
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