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==Special Rules== * '''For the Greater Good''': When an enemy unit declares a charge, any unit with this rule within 6" of one of the charge's targets may fire Overwatch as if they were the target of the charge. ** Note that units lose their ability to fire Overwatch again this turn if they use this rule. Don't get baited into wasting all your Overwatch defending one unit, only for your opponent to charge something else that now can't shoot back. ** Also, note that there are no faction keywords in this rule. The Tau can, appropriately, give covering fire to anyone. ** Watch out for models that cancel Overwatch, such as Howling Banshees or Warp Talons. FTGG is defined as Overwatch, therefore it can be cancelled. * '''Saviour Protocols''': You'll be using this one a lot, so you need to make sure you understand its limits. First, your drones can only take wounds for {{W40kKeyword|<SEPT>}} {{W40kKeyword|INFANTRY}} and {{W40kKeyword|<SEPT>}} {{W40kKeyword|BATTLESUITS}} within 3β, so no soaking up shots for your Sky Rays, Hammerheads and Stormsurges. Second, it only applies to melee or ranged attacks (thanks FAQ), so no saving your guys if they get hit by psychic powers. Thirdly, as of the latest errata, it works by allowing you to roll a d6 after a successful wound roll has been made against the unit you want to protect; on a 2+, the protected unit doesnβt take the wound, but the Drones unit gets a mortal wound allocated to it instead. Keep in mind Tau Shield Drones get a 5+ FNP so they are back to being the best at tanking wounds for other units while sacrificing the ability to do anything else. Watch out for anything that doesn't roll to wound (eg Space Marine Infiltrator's special bolt carbines on a 6 to hit) as this will stop you getting to roll. * '''Mont'ka / Kauyon''': A once per game rule available to only Commanders and no matter how many generic Commanders you take, this can only happen '''once per battle''', not once per detachment, or once per commander. ONCE PER BATTLE. You want more than one, take Shadowsun or Farsight. This gives them a buff bubble (meaning that now every generic Tau HQ has one) for one turn, based on whichever tactic they choose. Kauyon allows you to choose friendly {{W40kKeyword|<SEPT>}} units within 6" to reroll all failed to-hit rolls, but they cannot move for any reason. Meanwhile Mont'ka allows friendly {{W40kKeyword|<SEPT>}} units to advance and shoot as if they hadn't moved at all. <span style='color:green;font-size:110%'>Oi, did dose blue gits loot our Waaagh! cry?</span><br> ** Note that Mont'ka not only removes the to hit penalty for advancing and shooting an Assault weapon, it also allows Rapid Fire and Heavy weapons to Advance and fire without penalty, which is normally not allowed. This is great for positioning your army early in the game without losing firepower. Vor'la sept tenet grants a similar effect, but doesn't work on Heavy weapons. ** Also note that Vespid and Kroot can never benefit from either effect, due to them not having {{W40kKeyword|<Sept>}}. * '''Manta Strike''': The Tau's new answer to Deep Strike. Set up a unit in a Manta Hold during deployment, then at the end of any movement phase they may arrive via low-altitude drop. Set up the unit anywhere you want so long as they are more than 9" away from any enemy units. Only Crisis Suits, Bodyguards, Commanders, and drones can do this. Vespid have their own version with the same rules, '''Plunge from the Sky'''. How very clever. * '''Infiltrators''': Stealth Battlesuits, Ghostkeels and Shadowsun get this ability, that lets them setup anywhere more than 12" away from an enemy unit, and outside the opponent's deployment zone. RAW this means if you have first deployment, you can put a unit literally right outside their deployment zone if you wanted to (although that would give them a perfect opportunity to deploy some heavy assault troops directly into melee with you, so make sure you leave at least 1" spacing). As this is not a deep strike from reserves, you can still move during your movement phase. * '''Vanguard''': Pathfinders and Darkstrider get a new version of the Scout USR from 7th. Start of the first battle round, before the first turn, the unit can move up to 7", as long as it does not get within 9" of an enemy unit. Also not a deep strike from reserves. * '''Warriors of the Greater Good''': Objective Secured, Tau edition. Drones taken with Troops choices don't get to benefit from it, despite having the troop battlefield role. * '''Sept Tenets:''' With their Codex, the Tau get their obligatory Chapter Tactics counterpart in the form of Sept Tenets, and like other armies requires a detachment whose units all have the same {{W40Kkeyword|<SEPT>}} keyword. Septs not listed below can choose any Tenet they wish. Kroot and Vespid don't interfere with Tenets, but will not benefit from them either. ===Custom Sept Tenets=== As of the revised Codex: Space Marines, many armies can now represent their lesser known chapter equivalents or create their own. 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 abilities from the list below: * '''Stabilization Systems''': {{W40kKeyword|BATTLESUIT}} unit don't take hit penalties for firing Heavy weapons after moving. Riptide and Broadside like this. * '''Soldiers in Arms''': The "For the Greater Good" ability has its range extended to 9". Damn good, makes your gun line much bigger. * '''Turbo Jets''': Add 1 to Advance rolls for all {{W40kKeyword|JETPACK}} units; additionally increase the Movement characteristic of all {{W40kKeyword|JETPACK}} Units by 2". * '''Dedication to the Cause''': +1 Leadership for all {{W40kKeyword|<SEPT>}} units. * '''Hardened Warheads''': Improve the AP of all Smart missiles, Missile pods, High yield missile pods, and Seeker missiles by -1. This is a great upgrade for Broadsides, keep it in mind. * '''Sophisticated Command Net''': When a {{W40kKeyword|VEHICLE}} unit shoots a unit with 1+ Markerlights, reroll 1's to wound. * '''Hybridized Weaponry''': Add 4" to the range of all Grenade and Assault weapons; does not apply to Prototype weapon systems. ** This unfortunately doesn't work so much for the Pulse Blasters, as it only boosts their max range, not all ranges. ** A large amount of T'au mainstray weapons are assault weapons. Burst cannons, Pulse Carbines, Missile Pods, Flamers and Fusion Blasters all get a boost. ** Triple flamer crisis suits are hilarious with this. Deep strike them in and burn anything that looks at you funny. * '''Gifted Pilots''': {{W40kKeyword|VEHICLES}} and {{W40kKeyword|MONSTER}} units that remain stationary or move less than 1/2 their Movement reroll 1's to wound in the Shooting phase. * '''Advanced Power Cells''': Tactical Drones have a move characteristic of 10". * '''Maneuvering Thrusters''': {{W40kKeyword|BATTLESUIT}} units can Advance when Falling back. * '''Up-Gunned''': Improve the AP of all Burst cannons to -1. Has been errata'd to not apply to any relic Burst cannons. ** Stacks with the Advanced Targetting System. Battlesuits with this sept tenent, ATS and as many burst cannons they can carry become a nightmare for the vast majority of infantry.
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